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octo_inc

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A member registered Feb 20, 2023

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Recent community posts

  • Does the hectic aspect seem more balanced than before? And if not, what aspects aren't? For example, enemies being too quick/slow, etc.

It does seem to be more hectic than before and the constant pace is now broken up with my constant engagement with the shop.

  • Are towers (now with variety) more balanced together, or are certain towers over/underpowered?

I could not find a reason to use the interstellar bridge, maybe I just wasn’t paying attention as much as I should have but I missed it. The price of the towers all being the same price is definitely interesting I’m not sure of that idea.

  • Does the elemental aspect of towers to enemies feel smooth/intuitive to understand?

It does make sense and I understand that to deal with the elemental enemies I need to upgrade the towers. But on multiple occasions I was not able to collect enough elemental crystals to upgrade a single tower. I feel that the elemental crystal rate needs to be increased or the wave in which the elemental enemies spawns be pushed back.

  • Does the flow of the game feel moderately smooth(er), and in what ways if not?

The gameplay seems relative the same to the first playtest in the same aspect of the player having to move between the crystals and the collectors.

  • Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it?

Yes the UI is understandable and easy to recognize what applies to another part of gameplay.

  • Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize.

I felt like I needed to set up my turrets around choke points and places where paths cross multiple times. Also, I focused much of my towers around the two collectors to cut down on run time.

  • What do you think about the multi-tiered currency? Does a currency dedicated to the blackhole give more incentive to complete it than before?

I feel like the separation between the crystals is a smart idea but it needs some work, the spawn rate of the yellow and blue crystals needs to be increased. On multiple occasions I encountered waves that couldn’t beat because I could not upgrade my tower. Not the fault of my own mismanagement.

  • Is the wormhole tower (if used) sufficiently helpful with collecting currency? 

 Felt almost no effect on collection of currency, I feel like this is just a waste of yellow crystals in all honesty, I felt like I needed to do more and more dps.


I really did enjoy the game even though my responses say otherwise. I'm sad to see the settings button didn't make it into the game this playtest. 

• How was the gameplay? Exciting? Fun? Boring?

The gameplay was fun and still similar to the Slender Man: The Eight Pages esc, I was sprinting around and ended up sprinting into the monster on several occasions. It scared the S**t out of me to say the least, but I still had a great time playing. 

• What did you think of the map size?

I believe the current size of the map is quite nice and I enjoyed this revised layout, areas feel deliberately placed and planned out like a museum would be. Also, the atmosphere of added museum objects really made it feel more “alive” I could say.

• How did you feel about visibility while playing?

I think the ability to accidentally run straight into the monster extremely fun and scary, it made me slow down and try to sneak instead of trying to just rush around to find the pieces. I think the light from the flashlight falls off right where it needed to.

• Tell us about your favorite part of the game.

I think the batteries are my favorite part honestly, I always carried around a spare for my flashlight and when I would go back near the office I would charge one up. Made my own little system. 

• Tell us about your least favorite part of the game.

My least favorite part has to be the part where the game scares me. 

• Thoughts on difficulty? How does it feel on the first run, vs after having more experience with additional runs?

The first run of any game like this is always going to wind up either being a lucky first try or a mass number of subsequent attempts. I enjoyed the replay ability and remembering where generally stuff spawned helped me from time to time on each run.

• Feedback on any specific mechanics, rooms, etc?

The only issue I found was the story button that made the story appear at the bottom instead at the top of the page. And the camera jerks around at the very beginning, it seems like the character is facing the wrong way and then is forced to fix the camera.

• What do you think about the Luumba?

I think it’s a good addition to the overall game

(1 edit)

1 - Does the hectic aspect seem balanced? And if not, what aspects aren't? For example, enemies being too quick/slow, etc.

The game overall is too easy for sure. I was able to complete each level with the second upgrade of the first tower. The game length or difficulty needs to be altered by increasing enemy health and possibilities of variants.(regen, armored)

2 - Is the balance between using stardust for towers and using it to feed the blackhole sufficient?

No, it is not, the upgrade to the first tower is too strong and I could kill every enemy before they reached halfway through the level.

3 - Do you have any particular ideas for towers?

I would like towers that had ranged attacks or attacks that could be controlled by player choice, like selecting a spot on the map to point towards

4 - What different terrain/level topography ideas do you think would be fun and interesting?

I feel like having a tower that could only attack from a distance fun idea with topography, the higher the tower the further range.

5 - Does the flow of the game feel moderately smooth, and in what ways if not?               

The game runs at 160fps on my machine and I didn’t find any real issues running the game itself.

6 - Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it?

I feel that the arrow to advance the level is still not enough to register that innate feeling that this is what I need to press in order to start the level mentality. Maybe making the box green and changing the arrow to a Go button would help with this.

7 - There is currently no elemental effects/immunities implemented, so besides these, what kind of different behaviors might be interesting for enemies?

I feel that the possibility of destroying the tower with some kind of its own attack, would force the player to actually spend the gems collected from defeating enemies.

8 -       Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize. 

The games overall length per level is not sufficient enough to allow players to develop strategy other than placing the ring tower where two paths intersect. I did find an issue where if an enemy was killed while they fell to a lower level their gem would not spawn.

1 - How was the gameplay? Exciting? Fun? Boring?

I found the gameplay to be exciting and fun! I even jumped when I first heard the monster run up to me. The atmosphere is what made me feel like I had to be scared.

2 - What did you think of the map size?

The map size seems to be about right to what a museum floor could potentially be, I found the layout to be a bit confusing and the irregular shapes of rooms to be interesting. I feel like come the nest play tests we will see more changes to the level.

3 - How did you feel about visibility while playing?

The visibility was not a concern for me, I feel like I was playing the slender man game again on a school computer. I feel like the light fall off could be extended a tiny it just so that the illumination ahead of me is not less than the illumination at the edges of the light. I don’t know if I explained that well.

4 - Tell us about your favorite part of the game.

My favorite part is the atmosphere of the game itself; it reminds me of my time back in middle school playing old flash horror games.

5 - Tell us about your least favorite part of the game.

My least favorite part probably has to be the sensitivity of the character. I’m not sure if it is a issue with my game but the mouse movement felt floaty almost like I was using a thumb stick to move instead of a direct input like mouse movement usually is.

6 - Thoughts on difficulty? How does it feel on the first run, vs after having more experience with additional runs?

I felt lost and confused on my first few runs as to where on the map I was supposed to go but after the first few failed runs I found the “alter” in the center of the map just down the ways from a light spot. This light spot was acting as my bread crumb trail as a I ran around collecting pieces to place on the “alter”.

7 - Feedback on any specific mechanics?

I felt like the AI was well done and worked as intended, I ran into an issue that the monster ran away from me just because I was in the vicinity of one of those light zones. I did not have the light powered by a battery sitting on the pedestal.

Q1. Did you feel engaged? Should there be another objective to make the game more interesting?

I did feel engaged the entire time I had a very pleasant experience all thing considered. I feel that enemy attacks could be varied up more. The same attack over and over again gets a bit repetitive.  

Q2. How do you feel about the music/sound effects? Any suggestions?

I think the music and sound are right where they need to be, I'm confident that final game will sound great!

Q3. Does combat feel good? How can it feel better? Does the combo gauge feel engaging?

Combat does seem to get repetitive since there is only two attacks and no combos either, like pressing light attack three times so the fourth time is a stronger move. vice versa for your low kick. 

Q4. How much more content needs to be added for the game to feel complete in your opinion?

I feel that another combat mechanic I definitely needed since there are only two attack types.

Q5. How did you feel about the games difficulty?

The game wasn't particularly difficult at all, as long as you hit enemies you can stun lock them permanently.

Q6. How do you like the visuals and feel of the two zones? Any suggestions or advice for improvement?

I really like the visuals in this game, I feel that the 2.5D reminds me of a classic Simpsons beat'em up game and I really enjoy that. 

Q7. How does the game perform on your machine? Any issues with the visual effects?

I did have one weird camera zoom right after completing the first spawning area where you are introduced to the purple guys, after you complete the fight the camera zooms in very harshly and is very noticeable. 

Q8. For any other suggestions, please go crazy and let us know what could make the game the best it can be!

I would really love an actual combat based combo moves, like light, light, light does more damage or light, light , kick might nock an enemy down and stun them for a longer period of time. 

Hey hey, I overall enjoyed your game and ha a lot of fun with the movement. I liked using the shotgun as an added movement technique. To answer your questions, the movement itself is fine to say the least, I wasn't expecting something like Titanfall 2 or anything but it felt like I was sticking to the ground a little too much after I came in contact with it. How am I supposed to keep momentum when I'm not in the air? The fog itself wasn't a huge challenge most of the challenge came from the control scheme that you had chosen for the game. In the later levels the fog needs a speed increase along with a tweaks to your levels to allow for more momentum based obstacles. I feel like the fog to be more of a nuisance than a danger in most cases. No one section seemed unexplained or too difficult I only had issues with the controls. I feel the addition of enemies could be an interesting concept, how would you integrate them? How much health would they have? would they attack back? Block you? Also with the current physics I don't believe fights would be very fluid. The only thing I can ask for is PLEASE PLEASE PLEASE allow me to jump off the rope with space bar. It would make platform swinging so much better, space bar registers as a way to "jump off" the rope instead of clicking to just let go. You guys have done a lot of work and I hope to see more.