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(+1)

Really nice to see a Metroid Prime-inspired entry!

The game's looking and sounding nice. I liked the environments as they provided a few explorable paths and took advantage of the third dimension. It was also nice to hear the saw from a distance and the sound getting louder when approaching. The rocks could have used a stronger effect when you break them with the missiles, but there's otherwise plenty of feedback and particles to underline your actions.

But the experience was overall a bit frustrating and I was sad not to finish it.

First, the Escape key does not pause the game, it closes it without confirmation... which I thankfully learned early in my playthrough.

The breakable rocks can be hard to see, which can be a nice way to encourage looking closely at the environment, but because I took some time to find them, I wasted all my missiles experimenting on other parts of the environment, to the point I couldn't progress any further. I had to kill myself using the "abyss rooms" to refill my ammo. Speaking of those rooms, I didn't understand them at first, so I died without knowing why. A better feedback on those rooms and a way to always refill your ammo would already go a long way to improve the experience.

The enemies are pretty cool, though placing the flowers near the entrances, to the player's back, feels a bit cheap. But they don't do much damage, so it's no big deal.

I gave up in the platforming section. I was often surprised by the jump distance considering its height. I often thought "no way I can make that jump" when I could. But falling kills you instantly and send  you back to the last powerup you gained, which was quite a few rooms from there. The second time it happened I couldn't bring myself to retry, which is a shame because I was really intrigued by where the game was going. If you could respawn the player on the last platform with a chunk of health missing, it would make it way more palatable.

In conclusion I found it very promising, and if those issues can be fixed it has the potential to be a really good 3D metroidvania! ;)

(+1)

thank you so much for trying it out and leaving detailed feedback! the biggest issue with the breakable rocks for me was that i placed them in the way of progression. i think if they had not been placed there their subtleness wouldn't have been an issue. the missile issue was something i was keenly aware of and was in the plan to eventually fix but was much lower on the list than adding a pause button instead of a hard quit, which was supposed to just be in there for me during testing, so i totally agree that both of those were big problems. first person platforming isn't very comfortable for a lot of people at the best of times but it's something i really enjoy. the jump was originally going to be much more restrictive, something closer to metroid prime actually. in that you had very little air control, but i wanted to give the player some wiggle room since i added in a death pit and then later a pit that doesn't kill you instantly but probably will kill you. i understand your critique on this part, but i think it's one of the only things i wouldn't have done differently, and honestly probably feel like it does need to be more restrictive on the air control, which i know sounds wild. i do however think the platforms should ask for a little less tight of a jump compared to what they ask for now. thank you again for this critique, i really do appreciate it! i really enjoyed your game as well!