That's a pretty fun little game. The challange comes from wresteling with the controls, which is quite interesting. I couldn't get very far as I've played, because I kept messing up z and x keys, but I guess that's the point. Overall pretty good I'd say
IcyLeamon
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Fun: The concept (ba-dum-tsss) of the game seems good. However I feel like it still needs some polish. The platforming is very tight and the player's movement seems too fast. I feel like I can barely predict where he will be at any point in time. The swinging physics do not help. When I'm swinging I move faster then when I'm just in the air and it does not feel like a fair pendulum. Maybe I'm just not used to the controlls, but I would suggest you looking into that to make everything feel more consistant. The jump also is weird. It feels like the hight of the jump is exponentially proportional to the time I hold the button. If i just tap it I barely jump, but if I hold it a bit longer, the player is in the stratosphere. I'm obviously exaggerating, but you get the idea. One more thing is the fact that some moving platforms are climbable from below, while others aren't. It's hard to tell at a glance which is which and I'm not quite sure why was that necessary.
Visuals: The sprites are not consistant in resolution. It looks bad when the 16/16 player character sprite is the same hight as a 64/64 (or something) object in the background. Take for example the first screenshot and what do you actually see in the level. On the screenshot it looks better. Also in the same room, in game you can barely identify what is the background and what is the foreground objects you can land on, while on the screenshot it is more readable, but not that much.
UI: Perfectly functional, I have no notes on that part. Maybe just add a bit more visibility to the controll hints. It was fine for me, but I almost missed them.
Sound: I mean, I like the Mass Effect and Hollow Knight soundtracks, they do sound good, but are you sure you'll be able to license them? MAYBE Hallow Knight, but Mass Effect? Are you aware that EA sued someone because of the fire png on some game's logo? Not even the same they used in their game. And that's only the tracks I noticed.
Overall: The game still needs polish. I did not read into the story much, but I think it's alright. I got stuck on one of the levels in the lava area after finishing the previous available one and couldn't figure out how to proceed. The only grabbable object was to far away and behind a wall and I couldn't jump to the other platform. Anyway, good luck on the project!
Edit: gramma
I don't know ¯\_(ツ)_/¯
I just turned it off in my game
Lumen is a very performance heavy tech and works best on high end machines. It really likes ray tracing. And my laptop can't generate Distance Fields properly, so it creates a very bad ghosting effect. There was a similar effect in your game, so I suspect they weren't generated in your game either, but I don't know if it's my laptop's or your machine's problem.
Alright, that's an insane amount of custom meshes (if you made them yourself) to do in 3 days, props to you!
Now, unfortunately I will talk about the bad things.
Was Lumen really necessary? It really hits on the performance.
I think the camera image became offset at some point, so I couldn't align myself properly to pick up the last key.
I didn't understand what does the bar on the right do, it was going up and down at random moment. I thought it's going down when I look at something disturbing, but I don't think that's the case anymore, because I was looking at meat at some point and it was holding at the top.
Thank you for playing!
The ghosts had to have a lot of health to encourage player to use the marks, becouse you cant just just kill them with the regular projectiles. Players can use the green mark to combo the enemies and kill them with one mark cast. But the thing is, player has to constantly feel they are in danger, so instead of facing the wraith they better escape and regroup, that's why you are faster.
Yeah, I should probably add a some kind of a tip...
Well, the point was to make the progression not as the gameplay part, but as the player's studying on how to act to win, and as soon as you understand how to draw marks quicker it's almoste a piece of cake. To be honest I even thought it's way too easy with the slow motion XD
P.s. the gameplay goal is to kill 50 ghosts, It's in the rules
Thank you for playing!