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Congrats on releasing a demo!!! it's been fun to watch the project evolve on twitter.

Some feedback:

  • it's a little frustrating to leave a grind and not keep my momentum as I jump off. maybe you can add some way to separate player controlled and uncontrolled forces so you can carry that launch momentum and combine it with player intended control
  • the camera behaviour felt inconsistent between different states. some of this was the very high sensitivity (which I couldn't figure out how to change), but staff sitting, swimming, and grapple swinging cameras all felt pretty different and jarring
  • there's a lot of inputs! I felt overwhelmed and had trouble remembering all the keys. I wonder if you could overload fewer buttons with more context specific interactions
  • I wonder if mounting the staff and entering pole swing could be automatic when you get close rather than hitting Q
  • I found I could get up any wall by spamming spacebar at the right cadence
  • the freshest piece seemed to be using the staff, finding spots it could stick in the ground and walls, and figuring out how to use that
  • the guns felt good to use but seemed pretty overpowered. I wonder if you're planning on having ammo. A less common technique that might be cool is to make each gun only fire one or a few bullets (thinking of the uzi) and then break so you're more desperately scrounging for stuff. Might create some interesting choices to limit you to carrying one gun at a time and staff being your 'nothing carried' state.
  • seems like you have plenty of mechanics to start making some levels! working on a similarly mechanically dense game I think that process will show you a lot about what the best parts of the moveset are and where you need to pick constraints. we weren't really making forward progress until we started prioritizing completing real levels
  • I'm excited to see how the world and story combine with the mechanics set. Goblins are such a good match with the grunge-y aesthetics

Thanks for the feedback Chris! Will definitely refer back to this. Much to think about!

(1 edit)

as a suggestion, use the right mouse button for the movement tech. i dont really think you need aim on sights in this game.
it would be interesting to have a parry of some sort, maybe w the F key

when you say "aim on sights" are you talking about strafing while running around?

lol pardon my shitty english. exactly, i think a max payne style of run and gun would be more interesting.