Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

sharmanthony

7
Posts
A member registered Feb 19, 2023 · View creator page →

Creator of

Recent community posts

Did you enjoy playing the game? Why or why not?

It was decently fun. I think it lacks stuff to do a little but I think the diverse environments are fun.

Did you find any parts of the game confusing or unclear?

I knew what I was supposed to do but I think you need some subtle signposts to lead the player in the direction you want them to go (even if its not the shortest path to the objective).

Were you able to find the two fragments? Was it hard or easy?

I only found one and it took me a while. I wouldn't call it hard but I would call it slow. I think that you should place them in an obvious place but just make it hard to get there. It would be nice to know where I want to go and then have the challenge of figuring out how. 

 How long did it take you to complete the game? (How long did it take you to get the two fragments possible?)

I wasn't timing but it was a while that I played for. I think that the interesting environments are the strongest point of this game. 

Did you interact with the baby multiple times? How did that go?

Didn't see a baby. I'm very curious to know what this is about. I honestly respect games that don't force the player to see all the content.

Did you explore the hub? Was it interesting to do so?

If I am correctly understanding what the hub is - yes a little. I didn't find it particularly enthralling

1. Does camera feel good?

Camera feels fine if you use it normally. 

2. How does the map feel to navigate?  Does it feel too big? Too open?

The map seems good but I feel like it wasn't properly synced with the minimap.

3. What are your thoughts on the panel layout?  Does it feel easy to move through? Should things be grouped differently?

The panels felt fine. I understand that part of these types of games is having everything be in a slightly suboptimal position. 

4. Does the monster feel balanced? Did it feel like a threat? Did you feel like you could escape?

The monster really felt like a threat. There was maybe one time that I go caught and it didn't feel deserved. Otherwise pretty good. 

6. Thoughts on the hide button? Does it feel useful?

The hide button was definitely a good addition. I think it adds another layer of complexity to how you think about maneuvering.

7. Did you use the window? Did the oxygen feel balanced?

Didn't use the window much other than to see how it worked. It would be cool if there was some incentive to use it once or twice. 

8. How is the movement? Do you feel like you're able to move through the environment properly? Fast? Slow?

I saw this in another comment and I second it: adding multiple gears would be really cool. I think that having a slight punishment for going fast could add a lot of complexity. 

9. How was the map? Did it have to many landmarks? Not enough? Was it useful?

The map was good. I think it had enough landmarks to be discernable but I think having more wouldn't hurt. 

10. What does the big red button do?

I would hope you know.

1. I thought the puzzle was nice and also just the type of puzzle that I would want for a game like this.

2. More text/texture-based puzzles and riddles would be nice. I also feel like the zero-gravity movement is fun so maybe a small maze or obstacle course could be cool 

3. I depleted the O2 meter the first time I played. I think that it would be really cool if this game had a really small O2 meter at first and as you played and failed you grew your tank for the next playthrough. 

4. The animation was pretty dang cool. Maybe adding an "overheating" mechanic would be nice (where if you use it for too many seconds consecutively it clogs up or something; this would force the user to use it in short bursts and not just spam it).

5. I'm hoping for the next playtest to have some more puzzles and also just some sections to navigate between puzzles. Again, I think the movement feels really interesting so maybe longer, debris-filled hallways would be nice. 

6. I just think the game is charming. I really hope you stick with the "endings as achievements" style where you are encouraged to try everything. I think a lot of personalities can be infused into those ending flavor texts. 

7. I think the battery mechanic doesn't add to the game at all. I would just have it where when a puzzle is solved, the path to the next opens. 

8. To summarize the things I'd like to see:

  • More text and texture-based puzzles
  • Zero-gravity navigation challenges (mazes, obstacles, things between puzzles)
  • Lots of ways to fail (multiple per puzzle, burning, no O2) with flavor text for each 
  • Tightening up the door mechanics 

Overall, really cool stuff y'all. Excited to see what you have for the next playtest. 

1. I'm pretty new to horror games and I feel like this game was quite exhilarating. I do think some parts technically didn't have much going on but the atmosphere made playing a rush.

2. The map size seemed great though I'm not sure what areas I didn't see and what areas I saw twice. I think more landmarks or things like colored walls/floors could help to make places more memorable. 

3. The visibility felt decently bad which was perfect! I felt like the limited knowledge about the whereabouts of the creature and myself was just right. Too much worse visibility and it would just be frustrating. 

4. I think that the look of the flashlight and the battery mechanics are the coolest part. It may be ambitious, but some Legend of Zelda style light beam reflecting could be really cool.

5. I think that the creature's behavior was a little wonky. There were a few times where I died and I deserved it and a few times where I died and it didn't feel satisfying. AI is pretty hard, but I would definitely make it so that the player has a general sense of when the creature is near and far.

6. I honestly cannot testify on the difficulty of games like this but there weren't really any glaring flaws. Just like I said before, I think the only thing that may need adjusting is the creature. I died out of nowhere a couple of times. 

7. I think all the mechanics worked really well. Not mechanic, and not really important to this first playtest - I think your addition of art assets and more flavoring is going to be crucial for this game to hit the mark. So far AWESOME work though. Excited to play again next playtest!

I've always loved games like this where certain mechanics solve multiple problems. I would really like to play this game as a full $15 game on Steam. The ideas you guys have cultivated are amazing! Moving around in this game feels so fun.  Well done y'all!

1. How is the movement? Does any mechanic feel too weak/strong compared to the rest?

The movement is great (though the friction/acceleration on the floor feels a little wonky). I may speed up the character's run speed a little too. The grapple and gun both feel equally strong and I love that they both have moments to shine solo and moments to collaborate. 

2. Is the fog too aggressive or too slow? If future levels occasionally had very fast fog for a speed challenge, would that be fun or just brutal?

I think the fog is at the right level of difficulty. I honestly wouldn't know how to feel about a strictly speed-based level without playing it. Could be really cool.
3. Are any specific sections too difficult or unexplained?

I struggled pretty badly with the large wall jump sections. Everything else was perfect.
4. Do you think having enemies to fight would add some extra flavor, or would it distract from the speedy platforming too much?

I think if the enemies were designed to support the platforming it could be really interesting. I have a lot of ideas on how they could go hand in with the movement or puzzley sections. You could also have it go the Titanfall route and make it the challenge to defeat enemies while keeping the momentum.

5. Any bugs or significant exploits?

Not a bug, but I feel like maybe remapping the keys a little may make it more familiar to those who have played similar games in the past. Specifically, I kept trying to press space to ungrapple.

This game is awesome y'all; I can tell a lot of hard work went into making it what it is. This was very ambitious but I think it lived up to the hype. Well done!

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

I think the game was quite engaging. I think the story objective is really charming.

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

The sound effects were nice. Not much to say.

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

The combat feels really great. This makes me nostalgic for other games of this style. I think it could be really cool to have the punch not stagger enemies and have the kick not do damage. In that way, you would have to choose between dealing damage or preventing the enemies from attacking. The combo gauge is definitely one of the most intriguing parts I feel.

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

For the expected size that we were required to create this game feels like it goes beyond already. 

Q5. How did you feel about the games difficulty?

I think it was pretty easy, but I think that's how games of this style shine best. I don't think I would change it. 

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

I think the different zones have a good amount to make them distinguishable. Personally, I don't care for the fact that the characters are a single color, but I understand if that is a stylistic choice. 

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

No performance issues.

Your game is really well-polished. I think this is something you could put on an app store with a few minor changes. Excellent work y'all!

1. How challenging was the game? What would make it more or less challenging?

I think the game is reasonably challenging. I like that you get to choose your own difficulty by choosing which houses you really want to try on.

2. What was the gameplay experience like?

Gameplay is very clean though maybe a little samey. Perhaps some moving obstacle could spice it up?

3. How do the user interface and controls feel?

The user interface is clean and appealing. The controls are natural.

4. What did you like about the game?

I think the game is super close to completion. It feels balanced and exciting. The art style is amazing too.

5. What did you dislike about the game?

I think it gets a little samey. As I mentioned in class, some sort of combo could really encourage the player to go for riskier plays and also make each house not worth the same amount.