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ajsaenz

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A member registered Feb 24, 2023 · View creator page →

Creator of

Recent community posts

1. Does camera feel good? - Yeah, the camera was easy to operate and maneuver around the place.

2. How does the map feel to navigate?  Does it feel too big? Too open? - The map, to me, was just right. It was big enough to add adventure and an open-world feeling.

3. What are your thoughts on the panel layout?  Does it feel easy to move through? Should things be grouped differently? - I think something that's a little strange is how I can press the turn left button while aiming forwards. Maybe have all buttons or none? Not sure which one.

4. Does the monster feel balanced? Did it feel like a threat? Did you feel like you could escape? - The monster was pretty cool. I thought it added a big challenge to the game, without it being too hard.

6. Thoughts on the hide button? Does it feel useful? - The hide button was awesome. I got to hide away from the monster a few times, and it was pretty sick.

7. Did you use the window? Did the oxygen feel balanced? - I used the window, and it was nice to be able to physically see where I was going. The oxygen depleted pretty fast at the beginning, and I didn't get to do much while figuring out the game mechanics. It took me about 6 tries to actually start playing the game.

8. How is the movement? Do you feel like you're able to move through the environment properly? Fast? Slow? - The movement was nice and well-placed. I wasn't going sonic speeds, but it wasn't super slow either.

9. How was the map? Did it have to many landmarks? Not enough? Was it useful? - The map was good. Very unique design.

10. What does the big red button do? - O.o

  1. What do you think of the puzzles? Too difficult or too easy? - I think some of the puzzles were a little too hard to figure out without putting too much time into thinking about them/finding the clues.
  2. How did you feel about the oxygen meter? (Balanced? Too slow? Dynamic with player movement and fire?) - I think the O2 meter was a good balance for the game. It felt like a stresser without being too hard.
  3. How did you feel about the fire/extinguisher? Were the fires a good enough distraction to keep you on your toes? - The fires were great. They are a great addition to the game and make it more tense.
  4. What did you think of the pace/length of the game? - The pace was good, and the length was alright. There's always a need for larger levels (Sometimes).
  5. What did you think of the level design? Was it easy to keep track of the rooms given the constraint on the door charges? - The level design was good. I think the style of each object fit with the rest of the others.
  6. What did you like about the game? - What I liked about the game was how much more thought I needed to put into traversing the area than most other games. The tense situation made for a nice balance of fun and fear.
  7. What did you dislike about the game? - There wasn't really anything to dislike.
  8. What could be improved or added to enhance the overall gameplay? - Not much to say here either on what could or couldn't be better.
  9. What did you think of the overall feel/ambience of the game? Did the sounds and art mesh well?  - Like I mentioned above, the themes and art styles of each game fit well together. The sounds of the game made the experience more fitting and interesting.

Does the hectic aspect seem balanced? And if not, what aspects aren't? For example, enemies being too quick/slow, etc. Is the balance between using stardust for towers and using it to feed the blackhole sufficient? - I thought the faster-paced part of it definetly works, and brought in a much-needed difficulty scale for the game. Bloons, after a certain point, becomes very easy and mindless, but with that quality of being stressed, it really helps.

Do you have any particular ideas for towers? - Personally, I'm not super creative, but something along the lines of Zodiac creatures would be cool.

What different terrain/level topography ideas do you think would be fun and interesting? - I love the themes of water levels, so maybe like blues, pinks, and greens to show coral reefs or something similar would be cool.

Does the flow of the game feel moderately smooth, and in what ways if not? - I think it feels very smooth and fun to play.

Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it? - Maybe it's just me, but it took a solid 3 minutes of trying every key on the portal thing to realize that it can't be moved. I think a tiny tutorial, or some little text boxes would be great.

There is currently no elemental effects/immunities implemented, so besides these, what kind of different behaviors might be interesting for enemies? - So far, I think the varying sizes are a great touch, but I like the idea of splitting enemies, like slimes in Minecraft.

Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize. - I couldn't get anything crazy down, other than a basic Overcooked schedule of moving back and forth effieciently.

  1. How was the gameplay? Exciting? Fun? Boring? - That gameplayt was straight up intense. The walk animation when I first saw the monster was terrifying! I did notice that when you toss your item, it tosses like it is on the left side of your body, instead of right in front of you. Minor change but wanted to let you know.
  2. What did you think of the map size? - The map was a great size to adventure around. No complaints here.
  3. How did you feel about visibility while playing? - Visibility was still pretty rough and hard to see, but I guess that's the whole point huh. . .
  4. Tell us about your favorite part of the game. - My favorite part was the design of the character for sure. When the pod was chasing during the greybox, I didn't quite get it, but now that was horrific to play.
  5. Tell us about your least favorite part of the game. - I didn't really have a least favorite part.
  6. Thoughts on difficulty? How does it feel on the first run, vs after having more experience with additional runs? - After more runs, I still thought it was both hard and scary regardless of how much the map I knew.
  7. Feedback on any specific mechanics? - Other than what I mentioned in the first point, nothing really.

Q.1 For the movement, I thought it was so much fun figuring out new mechanics! I do think that the main things that stuck out to me was starting to move from standing still. It is a very  slow slide forwards. I also think the aerial movement was a little hard to deal with as well. One thing I was thinking of as well was making the grapple hook dislodge after un-clicking, rather than clicking once for each mechanic.

Q.2 Personally, I thought the fog was a great challenge starting out, and I had a lot of fun staying engaged the whole time. An experienced player might find it slow once they get good enough. Your idea of having the fog move faster after each level would be nice.

Q.3 I had a really hard time understanding the part in the second level, where you have to traverse the stones that get taller and taller, and didn't really get that you had to start moving left to get momentum going, to get over, which kind of circulates back to my first point.

Q. 4 Instead of enemies, I feel like floating obstacles or flying bats would be a great addition.

Q.5 From when I played, I didn't notice anything that was weird.

(1 edit)

Q.1 - I felt pretty engaged the whole time, feedback was great on the hits and everything felt pretty clean. I do think having another objective would be pretty cool though. Maybe something like some collectibles hidden under some of those assets that will appear and dissapear if you get close enough, or maybe under some rubbel that can be be broken.

Q.2 - I thought the Music was a good fit, and the sound effects were good at first, but got a little repetetive after the first boss room area. Adding like one or two would be great.

Q.3 - Combat felt pretty good. I personally would like it more if the goblins had less health, but spawned more of them, so it is constant and fast action. An example would be like in Super Smash Bros, when you would do those smaller fun games where there are like 100x Captain Falcons with 2 stamina or something, and you would try and survive the onslaught of little dudes. Of course there wouldn't need to be that many, or them being super weak, but something like that sounds fun. 

Q.4 - In terms of what needs to be added, I can really only say maybe some more assets/obstacles to smash and break. It takes a lot to add a whole new character type and behavior, so if you are up to it or have enough time, that would be cool too.

Q.5 - For the difficulty, I don't think it was all that hard, because the goblins constantly got stun locked, and I only took a heart of damage cause I was goofing around. For me, I think adding a feature to the goblin behavior, where they will only get knocked back after 2 or 3 hits, and decreasing the amount of time it takes for the goblins to attack would make it a lot more engaging since you can't super combo them into dust.

Q.6 - I love the 3D and 2D clash, and think it was a good choice to go with. Like I had mentioned in the 4th point, maybe a larger variety of assets to traverse through would be cool to see. Also, I like the design choice you had gone for.

Q.7 - My computer is pretty beefy, and I had no problems with graphics or running it. Hard to give feedback for that one 😂

Q.8 - Not much to say that I already haven't, but good work!