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(1 edit)

Hey CV33 👋,

I enjoyed playing Sundered Helix.

What Stood Out:

Exploration:

The twists and turns, unlockable doors, breakable tiles, provided a means of exploring the world you've created in a way that didn't feel forced.


Art Style:

The sprites look good, and blend well with the tile sets of the world.


Team Play: 

I'm a big fan of team play, and being able to watch the team members level up and grow stronger (although I'm not sure how they got stronger, but they were leveling up ^^) was fun.


Feedback:

Team Selection UI:

As others have already mentioned that first team selection screen can be overwhelming, until the stats, that you'd use to determine which members to pick are explained, it becomes difficult to understand what I'm looking at. At the end I just went with the recommendation of choosing a row.

I'd suggest splitting up this process:

1. Base stats

2. Secondary / Specialized Stats

3. Portrait and Name Customization

This might help with the pacing of information.

Trader UI / Tooltips:

I appreciated the tooltips when hovering over items in the inventory, however, upon checking the traders goods I noticed that some of the items (chest armor for example) didn't have a tool tip other than showing the price. So I was unsure of the benefits the item would bring.

Screen Resolution:

3440 x 1440 p prevents me from seeing the close and confirm buttons, I first thought I was stuck on the into lore screen, and tried installing other builds to make sure it wasn't build specific, I then later realized, upon messing with the settings, that elements are out of view in 3440 x 1440 p.



I like this game, and it has a lot of potential, keep it up 👏 ! 

(+1)

Thanks for playing!  I'm glad you like it!

I guess it never crossed my mind to actually explain what happens when your characters level up, lol.  They just get more max heath and if they have magic they get more MP too.  The skills level on their own as you use them and each rank provides benefits based on what skill it is.  For now, just a flat bonus.  Later on, well we will see about that.

I'm planning on a big re-work to the team selection in the near-ish future.  I want to give the player the option of either using a premade character or creating custom members (or a mix of both).  There's a few things that I need to work on in the game before I can get to that though.  The advice on splitting it up is great for helping me organize the process though.

Thanks for letting me know about the trade menu not giving you all the info you need.  Most of my tests involve teleporting myself to a WIP dungeon level or focusing on a single mechanic and its been a while since I did a full playthrough and checked over everything.

Thanks for letting me know the issue with your resolution, I will have to look in a fix for that.