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From a technical perspective, I can see what you are going for and can respect what you are trying to do. But I cannot play this game for more than a few seconds due to how nauseating it is to look at. I can only describe it as trying to walk around completely drunk. Walls curve and concave, which means the background leaks when you are far away making you think there isn't a wall when there is one. The flashing colors for the text is painful to look at, and might be seizure inducing though I don't know what is classified as seizure inducing. The minimap is useless since I can't see where the player is nor do I know what all the colors mean. And lastly, there is no visual landmarks so I have no clue where I am supposed to go or what I am supposed to do. If it's mentioned in the guide, that is an issue since a game needs to have some coherent visualization in the actual game part, otherwise the game part gets lost. The RPG system is done well other than the text issues I mentioned earlier. 

It's your first game and if you are planning on working on it more then I would say this is a nice start. Many people use Unity as a started 3D engine, but I respect trying to go retro and mimic old DOS games. But you may want to abandon this style and either go 2D or choose a 3D engine. If you're going to keep on this road though, you need to better visualize your game in the next version. As in the walls need to look like actually walls (in that you should know from 10 steps away if you are going to hit a wall in 10 steps or if a path is straight ahead), paths and items should be made clear, and the minimap should better reflect where you should go. I'm not trying to hate and you should be proud that you made your first game! Whether you improve this game or move on to another game, be proud of what you've accomplished so far and good luck in the future!

Thanks!
Text flash was made to to prevent strings from blending with background graphics, probably next time I should just make them with clear background like text box

Minimap is centered around player, but I can understand confusion because it doesn't show angle or exact position

I was thinking about dropping raycast away and using pseudo first person view used in old rpgs or shooters like Maze War, allowing for better view, visible sprites and better navigation

I'm going to try fix most concerning problems very soon

Also, about the colors on automap

Solid colors are walls and flashing colors are interactable tiles