Good entry!
I like the concept for the game a lot. It fits well with the given theme and there is a lot of potential directions you could take it in.
When it comes to visuals, the placeholder-ish feeling of the characters and environments leaves something to be desired, but the sanity drain effect makes up for it - it does a great job of conveying the game's idea to the player visually and acoustically.
I would have liked to see some more applications of the role system - for example, limit jumping to just the hero to push the players into interacting with the sanity system more. The platforms on the second level are a good idea - the player has more things in their arsenal when it comes to beating the level.
The sanity system in general is quite an interesting concept that I think has a lot of potential - if the game were to have a direct story, you could for example tie how the story plays out to the player's sanity usage, making them choose just how committed their actor is to the role and just how much of themselves they are willing to give up for it.
The audio, while simple, helped settle the mood for the game, which leads into my final comment - the atmosphere of the game is conveyed really well, with all the individual elements working together to create a cohesive feel to the game, which I think is quite commendable.
In general, you definitely stumbled onto a great concept with the game and I'd be excited to see a more fleshed out take on it, but even now the delivered game is quite enjoyable :>
sarnai_tyua
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Great entry!
The visual presentation is definitely one of the highlights - the effects look good and have a sense of consistency to them. Another thing I enjoyed quite a bit was the shifting mechanic. Shifting into an enemy makes you feel powerful, and there is quite a bit of strategy to it as well. A minor thing for me was that the player model does not increase in size upon shifting into the larger enemies, which feels like a missed opportunity as it would further enhance the feeling of power that comes along with shifting into them. Another small detail is that health and ammo count can be difficult to keep track of - it would be nice to have an option for them to be displayed closer to the center of the screen. These things are minor though, and in general the game turned out great.
Again, overall this is an impressive entry, and I'm looking forward to seeing more from you guys :>
Thanks for the feedback!
I agree that the point system is a bit underwhelming as it was something that I couldn't quite flesh out due to time constraints. You make a good point about putting a lot of emphasis on the system - I can definitely see how adding more to it would've made for a much more replayable and overall enjoyable experience even if the game stayed the same, and it is something I will take into account in my future projects :>