Thanks for trying the game! We did have a lot of time restrictions while making this game but now I’m thinking about revisting and redoing everything. Perhaps in the near future.
itsPhil
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Thanks for the feedback! Playerfeedback is something i struggled with and still struggled with even in later updates because of how the game was strung up (game jam codebases, ugh). Though I hope to possibly improve it a bit more in some smaller updates later down the line.
Me and my team are currently working on rebooting and expanding the concept and a lot of the things you mentioned will make it into the game. So look forward to a small demo at the steam next fest in october ;)
I really like what you got here. The core of the game is very engaging but it’s held back a bit by stiff movement and monotone arena design. The movement could be a lot faster and idk if the wallrunning is all that important because I hardly used it (mostly because I kept falling off and spent most of the time under the arena). As for the arena design, more color, better lighting and discernable landmarks would’ve been nice. I kinda always forgot where I was in the arena. The enemy movement is also way to random and hitting them was more luck than my shoddy aim.
The disc dash mechanic has lots of potential, just gotta polish everything around it a bit more.
Woah mama, thanks for the extensive feedback! A lot of your criticisms come down to a lack of time on our side for a better implementation, but I will take it to heart nonetheless. We actually had dash mechanic planned but one of our programmers got sick during the jam and I had to carry quite a bit. The secondary weapon is my fault mostly, as I implemented and balanced it myself. Could’ve made it more powerful overall, I agree. My reasoning was having something that’s more useful for long ranges to snipe some enemies across the arena.
We might continue working on the game, so all of your points would be addressed in the future.
But anyways, thanks again for the feedback and for playing!
I like the very big, wide level design. Saves you time on loading screens. I would’ve liked to some checkpoints though. It hurts pretty badly when you get halfway and have to start from zero again. Art is pretty neat but some more visual contrast would’ve been nice. I like that you can see the glow of the reality orbs when they are invisible. Also idk if this is intentional or not but I can cheese my way up ledges pretty easily by just pressing the movement buttons. Doesn’t even feel all that bad.