Thanks for bringing this to my attention, here's an updated link!
Fen
Creator of
Recent community posts
A really nice game with a great atmosphere, graphics, and story! For your next update, I'd customize the menu GUI to match the aesthetic of the graphics and make the navigation menu smaller as it distracts from the dialogue a bit. There's a point in the game where the game says, "It's not too late to turn back," but then you are only given one menu option. It's not a big deal but from an interactive fiction standpoint, I was expecting to have a choice after that but wasn't given one. The "voice-over" was a bit overstimulating, made it difficult to read the dialogue at the same time. But again, great job!
Fun game! When I tried to create my first character, there weren't any customization options and my player didn't generate. I did have the option to choose a body type and skin color for my second character, so I played with that one. Before and after my first fight, I didn't have access to any other customization options or combos (not sure if I should've though).
Some things that weren't super intuitive, holding the timer to pause the game, movement (beyond punching and kicking), and defending. I did figure out how to block eventually but ducking didn't seem to do anything for me in the early rounds. I'm guessing that's more to avoid a roundhouse kick.
Overall good work and the sound effects really elevate the game!
Thank you for the feedback! I guess I should've specified in my submission that I'm a level/environment designer and the intention is for this to be more of a block out of a level rather than a demo of a game. For that reason, I'll probably take out the camera feature and switch back to a counter. I didn't have time to finish the camera so, as you can see, it causes a lot of problems. Based on everyone's feedback I think I will expand the terrain, both in size and complexity. I can add some other animals in the "forest" and more owls to encourage exploration. Thanks again!
Thank you for the feedback! I guess I should've specified in my submission that I'm a level/environment designer and the intention is for this to be more of a block out of a level rather than a demo of a game. I'll probably just switch back to using a counter and take out the camera feature for that reason. I ran out of time and couldn't finish that feature, which is where a lot of the problems are originating. Turning it into a camera simulator is a great idea and I'll take that into account if I decide to make this into a proper game.
The doubling and sphere are a part of the skybox and I did have major issues with it, couldn't for the life of me figure out how to fix it. There was supposed to be an effect of a mountain range in the distance but it clearly didn't work. I'm seeing that the better option would be to expand the terrain and sculpt the mountains myself, that would also help with the boundary issue. There are still a lot of ways I can work on the terrain to box in the player, that'll probably be my next step along with fixing the more level and environmental problems. Thanks again!
The other comments cover a lot. I'll add that I, personally, wasn't into the whole buying-a-slave thing. I did struggle with losing humans quickly though, so I'm not sure if buying-a-slave is necessary to succeed in the game. If it is, it would be nice to have a workaround so that people who don't feel comfortable with that concept can still play. I think the improvements you made were very fitting. I'm not sure if you plan on doing anything more with the graphics but I quite like the simplicity. And the fact that you send the humans off screen and just hear what happens to them plays up the ominous, post-apocalyptic vibe, nicely done!