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Bob Verhoef

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A member registered Apr 04, 2022 · View creator page →

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Cool stuff! I really liked that you used rising waterlevels to emphasize verticality in your level. I finished it without ever feeling lost. In the last area I didnt realise exactly what I needed to do, but pressing the button made it clear that with the rising water I could now reach the endpoint (maybe for me it wasn't super clear that the door with the yellow light was the endpoint, but that might just be me, and I got there anyway). Nicely done, I enjoyed it :)

Oh yeah, btw, what type of 3rd person controller did you use? Or did you all code it yourself?? (or is there a tutorial I could follow to achieve a similar result?)

Very cool! I'm definitely getting Uncharted vibes here. It has the pacing, combat layouts and platforming all perfectly laid out. Too bad I got stuck in an endless cutscene loop that showed the location of the secret documents. When I finally escaped from it, my camera was stuck in my tummy, even after I died. Might try again later, kudos! Really enjoyed this

Looks very intriguing!
However, I never got to experience your level :( How do I get past the third obstacle? I think I need to do a wall-ride? But no matter what I try, I always fall to my death so I never get past it. Maybe implement some tooltips that explain what I should do, or at least which buttons I should press to do a wall-ride? Just simple pop ups before each obstacle that introduces a new movement mechanic to not break gameflow. Or at least mention your basic controls on your itch page.
Also, I suggest to try to make your first jump a little more comfortable, that one alone took me around 7 tries and the level didnt even start yet.  In the books 'the Art of Level Design' by Chris Totten and I believe also 'the Art of Game Design' by Jesse Schell it is said that the perfect jump is never really fun, as it is punishing and could even be ambiguous (or unclear) to the player and makes them frustrated = quit your game prematurely. So make it so that it gives a slight leeway for the player on the landing.
Would love to try again if I know how to get past that third obstacle!