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Hi!

I would like some feedback about the controls (and the player mechanics but they're tied) of my game. From what I saw they're confusing but I have few reviews.

As for my goal, during the jam I thought the idea would make a good mobile game but now I don't know. That's why I'm asking for more feedbacks (and suggestions if you have any).

Here's the link to the game : https://cocosar07.itch.io/oneshot

I posted what I liked about your game in the comments but as for specific feedback I think it would be good to have all the information for the player in one place. When I am attacking I am looking where I want to attack. When it is on cool down was not obvious to me until I saw it up the top. This gave me the impression that it was not working. Once I saw the timer I understood it but I had to keep looking away from the enemies I was trying to kite. If you had the information on the mouse cursor like it was red on cooldown then slowly turned green when I could attack again I think it would feel more fluid. I had similar feedback in another jam I did with https://n00begon.itch.io/time-stream where you had to keep looking at the top of the screen rather than at the enemies. I think all the pieces are there you just need to make sure all the information is easy to access for the player and it will feel better. Like your screenshake and slow motion make them feel badass now you just need to make it more obvious when you can move so it feels more fluid.

Thanks for taking the time to comment ! I tried your game and I definitely see what you mean about making the information easy to access. I'll keep that in mind for my next games. As for the mouse color, that would have been a good addition in the context of the jam (not really possible for a mobile game but I can add something on the player, or some visual feedback if you try attacking when it's not available).

It might also be worth defaulting the position the dash aims for as where the player holds down the mouse? There were a lot of times when I went to dash somewhere and then had to readjust my cursor away from the point where I wanted to dash... felt a little counter-intuitive. You've done a good job of juicing what you have though!

I think you could probably benefit a lot from watching people play over their shoulders, if you can get some people sitting in front of the game. See what they try to do first.

Thanks for the feedback ! The idea behind the dash was to do a "swipe" in the direction you want to dash so I went full on with this idea even if there might be better alternatives.

The playtesting part is a great idea, I will see if I can find people to do it.

I think the swiping would make for a great mobile game (people are already conditioned to it with games such as Angry Birds and Candy Crush).

What confused me about the controls was that I didn't walk to where I clicked. I either walked past where I clicked or stopped short of where I clicked. I also had a few times where I swear I swiped one way, but flew another. As Crime Dog said, watching people play should help you figure this out. Also, it was hard to figure out where I would stop after dashing (this made the switches very frustrating). I think adding a marker of where you will land after dashing would fix this.