excuse me?
LukeOConnor
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The idea of the game sounds really fun, I love multiplayer games. I did go in and explore the map by myself, and found the level design could use some work. There were wide open areas that felt empty. Populating these areas would greatly help give the game a better finish.
In terms of level design, I'd recommend not only thinking horizontally, but vertically; having multiple heights one can traverse, adding verticality, would allow for more interesting map traversal. This can be as simple as adding staircases to raise sections of the town higher than others.
The ground textures need some cohesion, vertex painting would really help this. Also having a transition texture, like a grassy cobblestone to transition between grass and cobblestone.
Overall I feel this as a good puzzle game. I loved the echo in the cave. Good sound design.
My initial thought was this camera is super sensitive. I got used to it, but I feel it would be a better user experience if the player didn't have to get used to it. I personally don't know what it takes to change/edit how a camera works and feels in game, but having that might make for a better time.
There were some slightly floating assets, an invisible collider when going up the spiral stairs (I think the one with the hand block). easy fixes.
good visually cohesive game. I'm curious as to how it would look if you pushed the environmental color a bit more (relative to which crystals are nearby, sorta like you have in the concepts)
I'll have you know I felt invested when platforming at the more elevated heights, so good job engaging the player.
My critique is nit picky, I enjoyed the game.
I didn't even notice if I lost a heart or not when I went to attack. A sound or red pulse might work. I also had to play at a lower res because jumping crashed the game, but when I played briefly at the higher resolution, there seemed to be some pieces that were high resolution and some that were low resolution. Not everything has to be the same level of detail and noise, but everything should be the same resolution.
Also, in the intro story, the narration says "she thoughts..." as opposed to she thought, and then you guys say thought once again, might be good to change the second thought to ponder or another similar word.
some assets also appear flat while others appear more volumetric, I think you should pick one to achieve a cohesive style.
That all being said, I did feel some nostalgia of playing 2D side-scrollers as a kid, so I think you're hitting your mark tonally.