Really cool idea
Domanek
Creator of
Recent community posts
I like the sling mechanic that makes the movement more dynamic and complex and feels good compared to the combat. The sound design is nice and I like the color choice (blue, red, green).
I had a hardlock while playing forcing me to restart the game. I tried to escape the dog by using the sling before it catched me leading to a repeating sound bug of the sling after respawning. The dog still chased me so it ran up to my checkpoint position and killed me again leading to the hardlock where I could not restart or open the menu and the camera was just fixed to the dogs eyes. Looking forward to the next versions!
Good visuals and challenging game! My playthrough stopped at that part where you couldn't grab any cube to let the door stay open because it dematerializes before you could pick it up. For people not really into plattformer the jumping puzzles could be a bit hard but it is even more rewarding if you complete them after some tries. Subtitles and an option to change the Sensitivity would be appreciated! Overall well done!
Woah great game! The wall-glitching mechanic works well and combined with the seamless level design it creates nice depth to battles and even more chaos with all those powerups. What really stands out for me is the sound design. I played a bit longer just to listen to the game soundtrack loop. The powerup also sound satisfying. I was amazed when I was sniped by a tower shooting a rocket across the level to end me with a bang! Good job!
Nice graphics and solid level progression! After some time (especially at the last level, that one was precise) I got a bit bored from the repeating jumping/dashing sounds. What could have help is using different pitches even so slightly or giving the sound a high tone finish just like in different arcade games (eg. super mario coin, donkey kong (1981 ) powerup sounds). Great game!
Nice weapon gameplay and graphics. Frames dropped to around 17 when looking at the level. When I looked in direction of walls it climbed back up to 60+. What could have helped is making an additional hallway or corner where you seperate the areas. Would be interesting to know where the performance drop comes from (poly count, lighting?!)
fun and charming experience with clumsy controls! I am no arachnophobic but I was screaming at the 3D maze section when they got too close. the spider AI had some problems in the maze running into each other and getting stuck so I needed to get extra close to aggro and unstuck them. Was happy to shoot them after that, reminded me of the game "Earth Defense Force Insect Armageddon"
Usually I am a fan to make the player experience more enjoyable that is why I tried to put a lot of stones around and increased the visibility in the dark. Your suggestion for the first level sound good! Initially the lights did not even had an healing/fire effect played when entering, was added quite to the end because I thought they lack feedback.
I would have downscoped a bit more and used that time in a proper level introduction and even better balancing instead of more levels.
Thanks for the feedback! The idea with the invisible lights was that things could be concealed by the light and you need to risk the possible danger and step into it. Could have made more clear what does what to enhance player control. Reminds me of Dark Souls where you can find out if the chest is a mimic or not just by looks.
The button positions and highlighting can be improved, yes. Important for flow.