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I thought that the map addition would completely change the game for me but it didn't help me much. I suck at the game more than ever before and my playthrough must have looked totally embarrassing. After barely a few days I hit a wall that would require a lot of effort to get past. Even if I manage to find the mirror, it's located in THAT room.

Doors are an amazing idea to help with navigation, though it was negligible once dungeons became more complex. Sometimes they refuse to open until I walk away from them.

It seems like the game requires a lot of muscle memory to get going, like crouch jump-height ledges, precision bounces, etc.

The controls feel too twitchy while walking around, the acceleration is too quick. It feels a bit weird and it's hard to adjust position accurately and smoothly, especially while trying to interact or fall down into a narrow tunnel.

Crouch toggle is a weird decision, since it's used for platforming and I see it's turned on only once I land and see how slow I'm walking.

Action planner feels like busywork, especially once I started failing repeatedly and wanted to restart as soon as I can, though that's seems to match a dungeon management paperwork feel if that's what you were going for.

You know what would be cool? Warioland level flow but adapted for your game. You activate the mirror and that's when timer starts and some level elements change (crates become destroyable?). This could marry the exploration, room and movement practicing and timed execution aspects on top of adding planning and being able to scale up the dungeons.

This game would be amazing once it hits the flow zone but I will likely never reach it.

Thanks for playing Rezydent. I received a lot of comments on THAT room (the vertical mirror room with water), and it will definitely need to be moved to a later dungeon template.

The controls feel too twitchy while walking around, the acceleration is too quick. It feels a bit weird and it's hard to adjust position accurately and smoothly, especially while trying to interact or fall down into a narrow tunnel.
I believe dropping into narrow tunnels might feel finicky because of the coyote time, so it is best to jump into them instead of trying to walk over them to drop in. The more precise movement can be done with crouch.

Crouch toggle is a weird decision, since it's used for platforming and I see it's turned on only once I land and see how slow I'm walking.
Crouching also makes you drop faster, so not having it as a toggle by default can impact jumping.

Action planner feels like busywork, especially once I started failing repeatedly and wanted to restart as soon as I can,

I found it important to essentially "flush" players' memory of the previous dungeon. A quick restart would increase the likelihood of players mixing up dungeons from multiple runs. It's basically some breathing time with preparation.

Warioland level flow but adapted for your game. You activate the mirror and that's when timer starts and some level elements change (crates become destroyable?). This could marry the exploration, room and movement practicing and timed execution aspects on top of adding planning and being able to scale up the dungeons.
That was actually suggested by someone else the other day too. I fear it would drastically prolong each run's duration and players would concentrate more on the exploration part instead of doing 2-5 minute runs where they must quickly react to next room and memorize things under time pressure. It is something I should experiment with more, maybe add it as a lower Respect setting option.