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(1 edit) (+1)

Critique:
That was so much fun, really nice use of space and "surprising the player". I really like the focus on verticality over a wide potentially empty project. The narrow round areas that drop into each other have a really cool torus effect. I like the overall aesthetic as well, it feels other-worldly, cold, high-tech, strange, and alien. The projectiles make for a fun way to explore the space as well by seeing where they go and drop down. To push this even more I have some recommended places for environmental design: 

http://www.lizengland.com/blog/2014/04/the-door-problem/

http://www.nextleveldesign.org/

https://80.lv/articles/defining-environment-language-for-video-games/

https://www.gdcvault.com/play/1022117/Level-Design-in-a-Day

https://drive.google.com/open?id=1sIZHo_HOrWDDwd3FcHBc95yDlxtndcRg

Technical: This was a first project and a jam so it looks great for the parameters. To push it further I would clean up the rock formations and improve the material quality. More spot lighting can be added to guide the player as well as use of architecture to hint where they can and cannot go. The teleporting works really nicely, I think I would just push it down slightly into the well so that the player feels a bit of falling before being transported to the next section.

Grade: A-

Recommended:Ambient, heavy environmental storytelling games

https://tacoma.game/

http://www.giantsparrow.com/games/finch/

https://abzugame.com/ (Free on Epic Store this week)

https://unknownworlds.com/subnautica/