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(+3)

That small quality of life features can really make or break a game.

I have "pushers" (for lack of a better word) in my game that guide the player back to the screen if they move away (it made more sense mechanically than inflexible walls). However, after some feedback and watching a few videos of people playing my game it became very obvious that these didn't do nearly a good enough job and that the player could still leave the screen for too long. An issue that would have taken at most 5 minutes to fix instead became the leading cause of criticism for my entry.

(+1)

Reminds me of the infamous crates left lying around in so many games, even if they make little narrative sense.  They just work.  

Having said that I opted to simply have a never-ending expanse of nothingness as barriers.