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(+1)

Whoa, just found this game and it's pretty good. I have no idea what I'm meant to be doing half the time, but this is a very early build, so to be expected.

The movement in this game is honestly some of the most fun (and creative ^-^) open-world platforming I've seen in a game. I sometimes just spent a bit just moving around for fun. Something I don't think I've done outside of Spider-Man (or maybe Prototype).

So good job, excited to see where this goes!

I do have some other pointers for further development (some of which others have also pointed out):

1. It took me a while to finish my first paper and by that time I had completely no clue where the guy I wrote it for was.

I'd recommend maybe an overhead arrow to people you've written for (as I know you can do arrows) and later just map pointers to discovered NPC's?

2. The paper quests have a required amount of points/value/quality, but after the initial request, I can't find how much the requirement was.

Could you maybe add that info in the writing menu or something as well?

3. I would really like a map (either mini- or regular) to help navigate a bit easier.

4. I absolutely can't find how to get home, so I keep passing out. This doesn't matter very much at the moment, but it's no positive in any case.

4b. Related to 4: Why is your house on a separate map unrelated to anything in the main game, anyway? Is that because you plan to make it a hub with access to many different maps? That would be dope. Otherwise, I don't really see a use for the other map tbh. (not hating, mostly curious)


All things considered, though, very nice, impressive, good job :thumbs up:

(+1)

I'm so very elated that you really like the platforming mechanics, especially to the point of not only finding them so unique but also to the point of even just moving around for the fun of it!  ^^

I definitely do want to take a proper look at the clarity issues of where to go and general navigation in the map(s) when I get the chance to do so;  other difficulties with the games' design had been taking priority so far, but I should hopefully be able to address them soon enough!  but to be more specific:

1. I do agree an arrow would be helpful, though I have hesitated on that due to being not immediately sure of how to handle cases where the player has multiple papers finished (which is a definite real possibility with how the game is structured and is likely to come into play much more often in future with my plans) since then it becomes unclear where the player should really be directed.  Pointing to the nearest one would probably suffice, but I want to be careful about making sure the solution is elegant and robust for future additions.  Their names are displayed both on the papers and on the dialog box, so for now it is possible to probe around ^^;

2. I do agree that the minimum values should probably be more clear.  I thought I set the values so low that people wouldn't get tokens with such low scoring for it to matter, but it's becoming increasingly clear that that's not the case.  I probably will just remove the minimum score requirement entirely at this point, but I want to give it more thought when I have the space to do so

3. I will continue to carefully monitor the navigation issues, but I'm still putting more thought the exact implementation will really solve the problems (I am also thinking of reworking the way the buildings are built, which will likely make them more distinct and harder to blend in with eachother)

4. I do have an arrow programmed to appear when coming back to the hubmap when it's bedtime (specifically when the clock reaches the bed symbol near the top before hitting the end of the full rotation).  If the arrow isn't appearing for you during that time, I'll have to try to investigate that as a bug.  The reason for the separate map is indeed to act as a hub for other maps in the future; I've just been unable to build them yet due each map proving to take a mountainous amount of energy and time to build and I'm prioritizing getting more fundamentals sorted so I don't have to exponentially rebuild already costly maps whenever/if ever something changes before certain things are set in stone properly ^^;

I hope that answers your concerns at least a little bit ^^;  I do thank you for the feedback regardless!