Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

shemit

5
Posts
1
Following
A member registered Apr 09, 2017

Recent community posts

-Are there any specific puzzles/mechanics you would like to see?
Surprise me :). But at the very least, have progression so that the puzzles aren't just impossibly frustrating.

-Does these room look like a spaceship room?
Yes!

-Does the walking seem intuitive?
Yes.

-Does the spell usage seem intuitive?
Yes! (Great job with the "training" at the beginning!)

-Does the information in the text box help?
Yes!

-how does camera movement feel?
Seems to work alright

-what do you think about the levels size/decor/ect.
Level size/decor seems fine. Some additional lighting work would be a nice touch.

Great start! Keep goin!

  • What about the current world do you like/don't like?
    Like: UI provides a good sense of time and place. Music is relaxing and fits the theme. I feel that there is a sense of style that exists in the 3D models you've chosen.
    Dislike: There appears to be a rendering bug that makes the entire landscape yellow on macOS. 
  • How do the controls feel? 
    Pretty decent so far, I picked them up with no issues. Need more gameplay to get a sense of how it feels when in the situations you expect the player to encounter.
  • Given the game is focused around magical crafting, do you have any suggestions for recipes or items that would fit the theme?
    Keep things simple to start! Really think about how you can maximize the fewest number of elements to make something engaging. Rock/Paper/Scissors is a classic game played for thousands of years--start with something that simple and really focus on making it tight. I'd much rather play a game with a very limited set of things to craft that are done well.
  • Is there anything you hope to do in the game that has not yet been implemented?
  • Any other general C&C.
    Keep going!

1. How does the world feel?
Sparse, needs more work on the visual style to create a sense of time period and location.

2. How does player movement and camera movement feel?
Camera is locked in one direction, so currently, it doesn't feel very good. You can be attacked from all angles, but can only see in one direction.

3. General things you like?
There's potential for this game to go in a lot of directions.

4. General things you don't like?
I don't feel like I have enough of a game to critique.

5. What do you wish the game did?

6. General reaction/comments?

Great start! I like how the beginning of the game guided me to the store and the main gameplay  without being an obvious tutorial.

  • What types of cards or upgrades would you like to see?
    I don't think I can give specific input on the cards I'd like to see without playing either a "simpler" opponent to get a sense of how to use the existing cards. The existing timing didn't give me the chance to understand the ramifications of playing the different cards, so I ended up clicking the same cards over and over. I ended up winning every time without knowing what I was doing.
  • What types of enemies would you like to see added to the game?
    An enemy that would give me a chance to understand the game a little bit better.
  • Does the overall movement of the affection slider feel good?
    Hmmm...I think I missed the slider. Perhaps finding a way to make it more obvious that it exists could be useful.
  • Is there any other additions you would like to see?
    Refinement of main game mechanics and more thought into the balance of the existing cards. Otherwise, great start!

Great start! I'm liking the effort you put into the lighting. Here's my notes.

  • How many enemies is appropriate per level?
    I don't think I can answer this quantitatively--whatever is a good balance of "rewarding to beat but not frustrating"! I think really nailing down how you expect players to use the provided mechanics to win will naturally lead you to the right answer.
  • Would you prefer a HUD?
    Once again, I would rely on the mechanics to determine this. If you find that your solution is to provide more and more HUD, maybe consider simplifying your mechanic.
  • How strong should the enemy attack the player? 
    Currently, I think that the strength of the enemy doesn't matter, I simply bypassed the enemy. Maybe focus on the clarity of how the player should engage the enemy? I assumed that I had no ability to combat the enemy.
  • How should the player attack? Would you like mouse click combat or full keyboard combat?
    I would prefer you to make that decision for me :). Whichever one you think will make a more rewarding combat experience. 
  • How do you feel about the jump height/power? Should it be lowered?
    Jump height is fine, as long as I can make it up the stairs somehow. I got stuck a lot and ended up flinging myself off the side of the stairs into the lava so that I could get back to the start.