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I enjoyed playing this - it had it's own style and a particular feel unlike any other games I've played so far, and I appreciate the walkthrough too, I don't think I would've worked out some of solutions initially.

 ...and now for the feedback bit.

It was a little confusing where the exits were in the levels, sometimes there's paths and lighter areas, but I felt this wasn't clear enough so it was a case of randomly picking areas and seeing if the player would travel beyond the current screen. Perhaps a cursor change or something when hovering may help with this.

I did find the detection boxes on things too small, I think you mention this in the description, but in some cases it was make or break for progressing with the game. Like picking up the rod and the right most alter, I think it's natural for object like that to click on the object itself, rather than where you think the character should interact with it - and I think perhaps this is where the triggers were placed.

I felt the characters animations were a little too robotic and there was a lot of foot sliding, which broke the atmosphere a bit for me - it made the character not seem planted in the world.

Also, although the atmosphere of the game was great I did find it was lacking in the audio side - would've been great with a bit more ambience, sfx for interactions and cutscenes etc...  (probably down to time, I know, it's a short space of time to make something complete...)

One last minor thing, but worth mentioning - the game was about 1Gb on disk... not sure why, as the resources in the game didn't seem be that big. You'd probably want to see where the size is being taken up, perhaps it's a massive texture or audio file somewhere, but the size definitely didn't match the game.

Saying all that, I really enjoyed it and with more time I see it being a really cool game :)

Appreciate the feeedback, glad you enjoyed the style. Luckily for the feedback, a lot of these are known issues to me (thankfully lol) and are intended for a final 1.1 (web) build just to keep for the 1 traveller a year that randomly finds this game.

Yeah an onhover cursor change is probably the least intrusive way to signal exits - although I was probably gonna end up putting something either particle based or animated at the exits to signal them better.
The character thing is because I am shit at animation and spent most of the jam learning to armature in general loool.

I do have sfx for most interactions (except opening consoles and opening dialogue with altars) theres also music to fill in the space, things may be ungodly quiet though and a rebalance is in order. Cutscenes with a sting wouldve been nice (these need a bit of a UI change as well). same with different music for the ending but that was a time thing and we'll see how much I care after 2 weeks lol.

and yeah I am very aware of the texture thing. It is the texture maps being giant, completely unbenknownst to me as this was a first shot. A problem that will be addressed in a final web build lol.