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sai.narayan

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A member registered Jul 07, 2017 · View creator page →

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Thank you so much for the detailed feedback and the kind words!!

And absolutely no worries at all, feedback is very precious to me because it’s the only way I can make things better!!

Regarding the jump in this demo, yes it’s quite snappy but not very satisfying, and a number of people have expressed that same feeling, it’s overhauled entirely in the new demo where things are both faster and jumps launch you much higher! And it feels more physics appropriate in my opinion. Definitely also want to implement a ghost trailing effect as you say.

Regarding the time between obstacles and getting to the wallrunning, you’re 100% right, the way I set this demo up is kinda weird cause it smushed all these moves into a single level as more of a tech demo to show them all off than to actually be “game-y” if that makes sense. In the actual story mode the mechanics would be introduced one at a time with cinematics and story moments etc between levels and all that to explain better.

And apologies for the confusion with the wallrun input! Yes it requires the button to be held down (either left mouse button or the trigger on the controller) as I wanted it to feel like you’re gripping onto the wall as part of the wallrunning, but the tutorials are also another thing I want to replace entirely and make more naturally flowing without stopping the gameplay and pausing the music etc.

Regarding the sound, good news as I just hired a composer/audio director who knows much more about how to mix and master sound and record things properly than I do, thank god!! :D

Thanks again for the feedback and I’d love to see your feedback on the next demo! (hopefully out by end of August)

Apologies for the incredibly long delay in getting back to you, but thank you so much for your detailed feedback and the kind words!!

And yes I agree with you, right now the beat input I think has promise but still doesn’t feel completely satisfying or have enough visual/audio/mechanical feedback to be acceptable. The frame-rate affecting the behavior is one almost definite issue to look into and I’m working through several game design ideas to help augment the existing system and really help nail that feeling of chaining parkour moves to the beat.

Regarding level design, yes the path in this demo is just a straight forward path and a lot of the tech I’ve been building these past few months has been to overhaul all that entirely, this video should help illustrate that:

Thanks again for the feedback and I’d love to hear your thoughts on the next version! Should be out by around end of August if everything goes according to plan!

Oh my gosh thank you so much for the detailed feedback and taking the time to try out the game!

You’re 100% on the money with all these points, have heard much the same feedback from other folks who have playtested it, and I’ve added them to a list of things to address for the next demo.

I think having a little helper droid that’s floating next to you and flashing to the beat (like in HiFi Rush) might be the thing that addresses the problem of picking up the beat. And of course making that an option so people can toggle it on and off.

Yeah the opening cutscene needs a ton of work, I’m probably going to revamp the whole thing, but the voice volume of that audio log needs to be bumped up a lot if nothing else. Subtitles are also a thing I definitely need to look into.

Once more, deeply appreciate the feedback and kind words, and look forward to hearing more of your thoughts as I continue development! :D

Thanks so much!! Appreciate your time and any feedback you could provide! Actively working on the next demo right now :)

Thanks! :)
Yeah in retrospect, adding some sort of stamina/energy would have probably been a good idea.

I'm hoping to expand on this idea in a game project I'm working on right now, so stay tuned! :D

Something to note is I didn't make the animations, just the model. I found the animations on this site called Mixamo, and I just did the work of binding them to input so that it feels nice and snappy and transitioning between them. 

Thanks!! :)

Thank you so much man! :D 

I am so happy to hear you had fun. The fact that you took the time to play my game and leave feedback means the world to me and I truly appreciate it. 

To address your points:

1) You are absolutely right, the Air Jump can be quite easily spammed and you can brute force your way through a lot of puzzles, but I wasn't sure I wanted to restrict the player freedom with a stamina bar, and I didn't have enough time to do testing for the puzzles with a stamina bar so I just decided to go with the unlimited jump. 

2) Game size is unfortunately a side effect of Unreal, most final packaged versions it spits out are very big, but will keep this comment in mind and try to reduce the size in future! I must make sure even people who don't have a fast net connection are still able to play the games I make so it is a very valid feedback. 

3) Oh trust me man I am more sad than you that I could not put any music as I feel that would have elevated the experience by so much, but I could not find any music that matched the style I wanted in the time plus searching Creative Commons for music is hard! (never did it before so didn't know) 

But once again, thanks so much for playing and I hope you have a great day!! 
:)