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AdamClayden

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A member registered Jan 12, 2020 · View creator page →

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I get the impression that the game hasn't changed in any meaningful way. There's added polish with some elements of scare there (mainly jump scares) but nothing much else. There's a lot you could have drawn on by the way of spatial immersion with this game but there's so many immersion breakers that are still present from last time. You can run straight through the doors but you can't walk through a gap that's propped open by a tiny candle. If you're trying to draw your players into your world then you need to address spatial immersion. Remember the seminar we did last year!

The game plays well but reminds me of Breakout but structured differently. Still, to get those mechanics working is a great feat! Think about the ways in which you could take this idea, beyond what you currently have. From the looks of things you could draw heavily on "systems immersion" and focus on a central mechanic to drive the experience, rather than everything else. Similar games you could look at would be N (and subsequently N+ and N++). and VVVVV. The first game is a ninja game where you just have to collect all the dots in the level, but you perform ninja like moves and overall just feels great to play. VVVVV is a platformer where you can switch up the gravity to go on the floor/ceiling.

Concept is good! Add some intentional visual feedback to make the negative thoughts more impactful. So fade the screen black over time could be one way of doing this. Just something to make the player realise, "I need to press space now"

Think about how other games get across a negative emotion. Amnesia makes your sight blurry and disorientated when your anxiety increases for example

Interesting concept but the game is way too slow and clunky. I think it's the lack of feedback that makes it feel a bit uninteractive. The "click aliens" could have been more diegetic

It's on theme though and the narrative clearly guides the player, just balance the intervals and add some sort of challenge

There's no sense of direction to this game really. It looks visually impressive and has the makings of a cool game but I just ended up being frustrated with it. The keys opened very specific doors and there was no guidance as to which one opened first. The button on the balcony didn't really do anything. Why could I blow out the candles? What was the significance there? The voice acting was interesting but it feels very disconnected from the game. If it's going to be a narrative experience then the narrative should at least guide the player.

I got as far as "wake up" but I'm already awake?

Mainly a clone of DDR or something similar, but the complexity is there. How does this game relate to the theme? Is it the voice in the songs? If so then what can you do with voice to make it more central to the game? Right now you are going more off rhythm as the central theme, which may or may not include voice. Could do with some visual feedback when you hit the notes (perhaps a perfect hit vs standard?)

Really fun game! Worked quite well with multiple people. The social element was funny. Good job!

I like the idea of dragging the UI as a gameplay mechanic but you could do more with this beyond movement etc. Perhaps you have a more traditional UI that's also diegetic. You can think about 4th wall breaking with this style of game, too.

In terms of your actual controls, it feels like the controllers move too fast for the player to keep up with. As having to drag the controls onto the character is clunky and takes time. This can be intentional though to make sure that the game's speed is restricted by the player's own dexterity (physical skill check!), but be sure to balance the rest of the game around it 

I couldn't move with the mouse at all and I don't know why. Others were having a similar issue. I moved like an inch and then never again

Interesting concept if it worked! Although beyond that idea it's just a generic FPS with weird input shoved onto it. Think about originality

Apart from changing the control scheme from WASD to ALspaceF7, there's nothing really original going on here. There's a lot you can do with unorthodox controls beyond a pickup score based game so have a think about your game's core loop and see how that can be improved. Pickups have values attached to them, so from the player's perspective they need to have a reason to pick them up in the first place. Take Sonic the Hedgehog for instance: rings serve as a way to survive in a given level (get hit, lose the rings, then perform a small minigame to pick them back up before they disappear!). This is a short term value, but there's also a long term value attached to them. Gather 100 rings and you get an extra life. Your pickups have no real value in relation to progression because they just give you a score. If a player doesn't care about their score, and only want to complete the game, then they can just ignore them and go straight for the goal

Cool concept but the controls are a little awkward. I felt like I didn't need to move, just rotate. Might be a case of balancing that! Still though it's interesting. Also, what can you do with your current setup to aid with game feel?

Great game! Needs sound effects though, and some sort of visual progression such as a score (give the player some indication of progression). Would be good to answer reward the player too! Think about reward schedules (maybe there's a "bonus" orb that falls or something that you should actually fall into, etc).

Cool concept! I think it falls a bit short because it's a highscore based game and I thought I was trying to get higher in the level. I think having the gameplay be trying to reach the top or something could be better than just a highscore. I realised that clicking the platform was just for getting the score as opposed to the core gameplay. I didn't need to click them in order to jump on them which was a shame. Focus on the core gameplay and make the score secondary I reckon. Reminds me a bit of Rayman 1, "The Swamps of Forgetfulness"

The lack of feedback makes it difficult to play. Maybe add some sound effects and visual effects. Just something obvious to differentiate between the sus and the norm.

Nice game but a little memey!

Fairly humorous! The highlight could be a bit better rather than a white box, or maybe have some running commentary as the player is looking for stuff. So on hover you could say something, or if I'm taking too long then say something else.

Looking forward to that Scene 2 DLC

Very cool concept and unique gameplay! Needs some classic sound effects or something to make it more engaging

Interesting game but could do with some more feedback to the player. At first I thought I had to click the ghosts or something. The lack of feedback made it feel a bit uninspiring (you could even make the ghosts run away in the opposite direction or something).

Cool concept for the theme though! Shows promise. 

Where's the rat!?!?

Great game! Controls are a little sensitive and from observing the other players they are having a lot of fun with just trying to blast the ball into oblivion! Unintended consequence that generated lots of player retention! A happy accident as it were

Add some sound effects and visual effects when the ball hits the paddle to make it more satisfying. Think of ways for the player to challenge themselves. A highscore is an easy one but can you think of anything else?

I feel like this game is designed to frustrate the player more than anything! I don't entirely get the game's loop other than a selection of minigames that sometimes work (the star doesn't work for example). It's not a loop, more like a linear selection of games to play that doesn't feed back on itself. The limbo idea could have been a cool one if that's the place you go to when you "lose" so maybe play on that idea!

Nice mechanic but clunky controls! Could do with a trail renderer and maybe a texture swap on the face as it launches to give it some expression. Add some juice to the experience with sound effects and visual effects!