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ah see this is where you caught me with hand in the cookie Jar. I don't think I realized exactly how many shaders you've actually put into the game, and this is absolutely is a deficit on my part, because some are so seemless I didn't even think about them.

> I'm not exceptionally skilled with environments or character modeling but the visual appearance of the game was one of the few things I thought I'd done well, I invested a lot of time in making sure everything had a uniform Texel densities, similar looking textures, lighting in key areas deliberately tweaked and colored, and that the shader effects did not vary too much between locations (with the exception of the chromatic area) .

You are totally 100% valid on this one. The only areas I didn't like were the chromatic ones. The cel-shading is great and speaks to my overview point. Also I'm certain there are a lot of shaders you are putting on that again I am not noticing, like the one you describe on your itch page. I was completely out of bounds with this criticism I think, especially because I'm just thinking about the chromatic rooms.

I'd also like to know more about how the game has uncertain goals while also being too linear? I've received somewhat similar feedback from someone else but they struggled to elaborate. If anything,

Goals is probably the wrong term from me. goal itself is straightforward, find keycards, leave. I think the inconsistency is in the level design, which you've already tapped into. I feel like the first area I enter I'm in for a big arena focused high-paced boomer shooter and like DOOM eternal jetpack floaty mechanics and many entrances and exits to explore - what I experience is a platformer, without much need for shooting, and all those auxillary areas just add confusion. It is completely in contrast to hallways for the other two areas, but primarily the yellow hallway which I recall as being just a long corridor and I don't think I felt the teleporting mechanic hard or at all.

At least one person I watched play simply got lost and couldn't find the blue door for over 40 minutes despite my deliberate attempt to encourage the player to jump up there to avoid enemies lol.

I had a similar issue, I indeed have to loop around at least once. I am not a level designer but it was indeed unintuitive to find this one.

I agree though that my original comment is kinda bad and misinformed.