Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hey, your key art doesn't do your game justice. Everything actually looks much more beautiful and stylish in the game itself!

The visual style of the game is great, I love it. The only downside would be, it struggles with visual language sometimes. Certain level elements blend too much with the background, sometimes it is hard to tell a wall from a decorative background element. This also goes for projectiles passing through some obstacles but being stopped by others, in a seemingly random fashion.

Controls are great and smooth. Enemy attack and movement patterns leaves desire to have directional attack options (firing at certain angles, up and down, not only left-right). Also, I wanted to find a proper combination of dashing and dodging enemy attack - especially on tough drone battles at the end of the level - and I feel like sometimes avoiding damage wasn't possible at all. No matter how quick I was, there is a number of situations where I felt like getting hit is unavoidable. You might want to look into that. It would't be a huge problem, but extremely satisfying if done right. 

The tutorial helps a lot to understand what's going in the game, but I would advice to space everything out a little. It's hard to pull off properly (and I'm guilty of overlooking tutorial issues myself :) ), but you could entertain new players much better if you would integrate all those hints into levels more seamlessly, letting the player actually get to the game as fast as possible, only showing them when they are absolutely necessary to progress (dash over a pit, shoot to fight off a monster, etc.). I must say you did a good job presenting in the way it is, though.

Sometimes, it necessary to die to actually return to a previous part of the level to collect something instead of going for exit portal. Once again, not a huge problem, a lot of other games do that too - but felt like a little bit of an oversight for me.

I played through ~4 levels and I love it so far. Keep up the good work!

(+1)

Hi, Servelat.

I am very happy to see that you liked the game visual style. I appreciate the feedback regarding mismatch between the key art and the game art-style, as it is the very first impression for the game. The key art improvement will definetely be a priority for future versions. The visual language struggles can be improved for the next versions of the game, I can see how the background elements can blend too much with interacting elements.

Some aspects are overlooked during the game development, and the matching of the dashing and dodging when fighting enemies might be one of them. I can see how it can be dissatisfying to not be able to have proper pattern or combinations of in-game abilities, that can be mastered to give the player an advantage when fighting tougher enemies. I really appreciate this feedback, as it can definetely help to make Automatonics a better game overall.

Regarding the tutorial, I really like your suggestion, although I think it would be much more complex to implement the hints into the levels as the player progress through the game. But I do see how it would create a much improved player experience, it is definely something of great value that I will keep in mind.

Thank you very much for playing the game and providing such useful feedback. I hope you can play the future versions of Automatonics.