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FluffyMichael

17
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A member registered Sep 06, 2022 · View creator page →

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Don't know if you'll do anything with this. But I just thought I'd give my feedback on this (from a studying game-designer)

  • You have a lot of space above the character, but not a lot below. So if you're standing on a higher platfrom, it's more difficult to see the map below. 
    • One way of fixing this would be to add an extra control, for example on S. Pressing it would mean that the camara would temporarily shift down a bit, revealing more of the level
  • Dying is quite unforgiving. Right now, the levels can be quite long, and without any checkpoints in between, it's rather tedious to complete a level. Especially when the level starts of hard (like in level 3)
    • There are multiple ways of tackling this. You could add checkpoints inside the levels. You could make the levels shorter. Or you could make the beginning of the level less tedious to complete (cause you might need to compleet it quite a lot)
  • Hand in hand comes the damage taking. Right now, you can take damage, and immediately take damage again. So if you're squished against an enemy, it's an instant game over.
    • Most games like this, fix this by having something what's called an 'invincibility counter' Where for just a few moments (a second or so) the player cannot get damaged. This is usually indicated by the character flashing for a bit. (you can see this really well in any Mario Bros game)
  • And last, a smaller note. The spikes you have right now, don't really seem to align with the hitbox of the objects. So you can think you're safe, when you're actually not. This may also have something to do with the players hitbox.

Overall, I think it's quite nice to play. The way you introduce new mechanics is really nice and 'dummy proof'. And I gotta be honest, I did not get past level 3. I tried like 10 times, but because of the things mentioned above (might also be a skill issue on my part ngl) it was too frustrating to complete.

(this post turned out way longer than I expected lol)

Mouse sensitivity is a bit high. I'm assuming your supposed to bounce from one wall to the other, that's likely just not implemented yet. You can also easily cheese it by just walking around the bananas. I like the concept, keep working on it!

The weapon was a bit unresponsive at times. I half-expected the bean children to attack me with their knives. They look absolutely horrifying, I love it. 

You need to include all of the files the build gives you. Only the .exe doesn't work on it's own

Was fun to play. The slippery surface made it a bit frustrating/ challenging to play, but that wasn't a bad thing. Took a bit to figure out that you'd have to complete each level separately  

Was pretty fun driving around the map, even if I'm really bad at driving games. I don't understand what the oil in the beginning adds. It seems like you can drift no matter if there is oil or not.  It would also be fun to have a good beginning and ending. Maybe a race against yourself, to beat your own time.

Took a bit to figure out what was going on. I really like the movement. If possible, it'd be fun if the terrorist would purposefully avoid the soap spills. It'd add a trapping mechanic to it 

Nice mechanic, feels good to play. The playing area feels a bit small compared to the screen size

Was just frustrating enough to keep me going, but not too frustrating to make me quit. After the ending, I wanted to see if there was anything at the end of the map. Was slightly disappointed  there was nothing

There isn't a build included in this zip file. It's the whole unity file

Cool idea. For now, there seems to only be one solution to the problem. Maybe it could be a good feature if the guard could wait in a certain spot for an x amount of rounds

Cool idea, don't know if more instructions were on the screen. Half of the text wasn't visible. Some fell off the screen, some text was behind the elements.

Was surprised at the concept. Some of the markers appeared half outside of the screen, making it difficult to pick up again. Maybe for an extra challenge, the timer could become smaller and smaller. 

Very cool idea. Got the answer purely by chance though. It was pretty hard to figure out where the yellow face was on the cube

Has a good rhythm to it. Was panicking when I thought I had more animals to find when I was actually done. When you go back to the title screen, you need to set the mouse lock back to none

Punching the walls is very satisfying. Still needs an ending to it. The FOV is pretty small, so it feels a bit confined (maybe that was on purpose idk). Screen shake is a bit much. Maybe add different type of walls with the colours.

The shapeshifting is a nice idea. Maybe it would be interesting if you can only shapeshift into people you've seen (or killed) before. The guards still need to have AI (but you knew that)