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Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

The visual and sound design on this game are really good. It's clear there's a lot of talent put into this game. That said, there are for sure points to improve things. For starters, having an always present UI limits the field of vision for a player. Personally, I would recommend pulling it away when it's not in use so players can get a larger view. It'll make things feel less claustrophobic. I also found the placements for markers to initiate dialogue to be weird, often in places where if you try to move over them to be able to activate them you'll end up walking off a cliff or something. This happened to me a couple times. However, these aren't as important as the gameplay itself.

The first thing I observed that was a problem was the inability for the character to not slide down slopes. I'm guessing the programming is done in such a way to make climbing up edges easier, but a result of this is that the character slides down even minor slopes. This can get annoying when you're talking to an NPC and you keep sliding away, which can cut off the dialogue. On top of this was how the world didn't freeze when talking to an NPC, such that I had an NPC continually walk away from me as I was trying to speak to them.

Regarding wall jumps, it took me a moment at first but I eventually got it. It behaves much like how I believe wall jumping works in the original Strider, where if you don't time your key presses exactly together then you can't do it. This can be a little frustrating for some people. The best way I can suggest to correct this is to make grabbing the wall an automatic thing if you're holding against the wall while in the air and you can't disengage until you jump again. That way, a player can grab the wall, move their finger to move the other way and finally jump when they're ready.

Now I know upfront that the design is you get wall grabbing later on. What I would suggest is make it that the default wall grab can't grab onto certain things while the unlocked grab lets the Guardian grab onto materials they couldn't before. This could even allow you to make multiple surfaces they can't grab and create multiple upgrades for it all.

Finally, I couldn't get out of Dedal's place. Legit, I did the whole labyrinth then made my way out via the shortcut. However, when it came time to jump up the shaft to the village, I couldn't grab the wall nor jump off of it at all. I don't know how long things continue after going through Dedal's place, so if there was a lot more than I can't comment on it at this time.

I'm otherwise very interested in this title and want to see where it goes. The story is certainly intriguing, and I can absolutely see this being a fantastic platformer.

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Hello, and thank you so much for playing, glad you enjoyed it! ^^ 

I'm happy to get some constructive feedback from you \⁠(⁠ϋ⁠)⁠/  Lots of fair points. This was my first game (not counting tutorials) and this will be very valuable for future games.

About Dedal's area: it's actually the last area of the game, so you didn't miss much (assuming you saw the last custcene in the maze). I had to cut the scope back then, so it might not have been communicated well in the game that it was heading to an ending once you get out.

EDIT: Just saw the stream, the exit was in the same room where the last cutscene could be seen, directly to the left. Perhaps it wasn't too obvious that the corridor goes up as it did lack any indicators.