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(2 edits) (+1)

I'm partway through the game as is, and I'm really liking what I'm seeing. The character's movements feel very slick, although maybe a little slippery on small ledges (though, that might be on purpose). The biggest case where this comes into play is probably the time trials, just because they require you to land precise jumps on small platforms, and if you miss one, you need to run to the button to restart again. a button to 'slow down', or to make it so the character can't run off a ledge would be neat (like, if someone held down ctrl, their speed could go down, but they would be able to move more carefully.) It took me a moment to realize that before the thrust kick, you could use the kick to get a little more airtime/distance, which helped me in that room with the enemies after the save terminal.

Visuals are outstanding, especially the enemy designs. I'm not quite sure what the benefit of the ion sphere is, is it just higher aoe, or is there higher damage too?

Accidentally had my speakers off, so i haven't heard the sound effects and music yet, but I'll edit my comment when I do.

The thrust kick is something i like in theory (Pseudoregalia had something like it), but in first person, with a limited number of double jumps that I don't think reset upon wall-kicking, it is a little hard to manage, because you often have to look away from the thing that you want to land on, and it felt like the 'airtime' I was getting from it was a bit small (even though that is probably because it depends on the angle you kick from). If it reset your double jump, or didn't take your stamina later on in the game, I feel like it would be a cool way to climb up surfaces. However, that might mess with things like the time trials.

I want to state again, I am very, VERY impressed with how fun the actual movement feels, and think this project has a lot more potential if you wish to build upon it in the future! Great job!

Thank you for your detailed feedback!

I think I may have gotten a bit too used to the movement during development and failed to notice the slipperiness on ledges. Sorry about that. I could definitely add an action to prevent falling from them!

The ion sphere alone does more damage to a single enemy, but if you try and hit the sphere with your primary fire, it explodes inflicting even more damage and is also AoE (kind of a hidden mechanic, dunno how many people actually found out about this).

Regarding kicks, they actually do reset double jumps, even if you hit nothing. If they don’t, then that’s very weird and could be a game-breaking bug, as some sections require you to jump after a wall kick. Instead, if you meant having both jumps be reset (as in, kick then jump then double jump) then yeah, that’s not possible (but could be an idea for a time trial reward!). Also, I agree they can be hard to perform properly. As another person said in their review, they’re more akin to Quake’s rocket jumps, minus the self-inflicted damage.

Aye, i've had some experience with rocket jumps in tf2. Though I'm terrible at those, so maybe that is why. Also, I kinda suck at those 'redirect' moves in general, so maybe that is why I had some difficulties.

Also, the idea of being able to shoot the sphere to do more damage is cool! never would have thought to do that, but I like mechanics where you can shoot a projectile, and then aim at it to do something new. or more powerful.