- I thought most of the puzzles were pretty solid not too easy and not too hard. Though I will admit I was at a loss in terms of the last puzzle for the launch code.
- I honestly really liked the oxygen meter. With the persistent fires and the larger building it didn't feel like you had no time but it was constantly breathing down your neck as you had to balance between puzzles and time.
- I liked the fires. They were a much more present threat since there was more to do and more ground to cover. The fact that they would reappear was an excellent distraction that helped break up the puzzle solving process.
- Honestly I think the length is very comfortable. It's long enough to require some dedication but not to extensive to be daunting. It's a good game to speed run.
- It felt pretty simple to figure out the layout after an attempt or two. However some of the doors didn't open or would only open from one side which was frustrating when I was trying to experiment with alternate route setups.
- I loved the new puzzles and the fire. This felt like a great extension of the original concept and I'm really happy with the decision to keep experimenting with all the elements that had been in the previous playtest. I think it gives the game a stronger sense of identity and makes it rather unique.
- Only real complaint is that I wish there was a restart function. The games exactly long enough that you know if you've botched a run and I wish there was some way to just restart and take another go instead of having to wait for the o2 to run out.
- I really like the game as it is designed. My only issues are some bugs with the doors and the difficulty in restarting a run. Otherwise I really did find the game very engaging.
- It was really neat. I liked the audio and the posters were fun especially as you go through and the rhythm of your runs begins to take hold. I appreciated the distinctive art which was easy to find in the minimalist rooms.
totheinfinitebeyond
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1. The game was much more interesting with a more fleshed out map and the museum map was a great help in getting your footing.
2. I'd say the map is a touch too big. Though having an in game map was nice there are so many rooms its really easy to completely lose your baring and get completely lost. But maybe that's by design.
3. The addition of more rooms made hanging onto walls a much more viable strategy to maintain visibility but if you tried crossing one of the larger ones you could still hit points where the flashlight wouldn't illuminate the opposite end. Shout out to natural flashlight flickering giving me a heart attack.
4. I just really like the map itself. It feels much more like an art gallery and it was just nice getting to see the various pictures on the walls. It made exploration a lot more satisfying.
5. While I do like the map itself I find it really difficult to navigate. There are so many rooms it was really easy to think I knew where I was going then get totally lost in ways that were more frustrating than interesting to overcome.
6. The difficulty felt odd. It felt weirdly easy to find painting pieces, I stumbled into new ones every minute or so. But I'd often lose them again as I had to swap out for batteries and stuff because the flashlight just doesn't work when crossing large rooms. The monster felt really good though, terrifying but manageable.
1. I thought the game was neat. Exploration dense games aren't really my bag but I liked just how different the two maps were. The environments felt distinct as did navigating them.
2. The objective felt unclear. Like I understand the idea is your supposed to find fragments but it wasn't clear where fragments would be found. I found the one in the fog area by finding my way through the maze but I never found the one in the skyscraper map. I tried smashing a bunch of cars and I ran around as much of the map as I could find. I will however shout out that for the fog map I really liked when the setting changed as you got close to the end, it was really encouraging and exciting realizing I'd found the right track.
3/4. I think I spent 3 minutes or so running around the fog maze, I lucked into finding the correct path pretty early on. I then took maybe 15 minutes to run around the skyscraper map, but after I'd smashed everything I could find and checked out every building I sort of was at a loss for how to progress.
5. If you're talking about the statue yes? otherwise no.
6. I explored it a bit. I was a little sad that despite saying that the fragments would change stuff the hub area which felt like the perfect place to add changes didn't seem different. Not sure if I did it wrong or was looking in the wrong area.
The game felt nice and stressful. I rarely saw the monster but the map was so large and the visibility so bad I never felt safe. It was properly eerie especially with the sound effects.
The map felt really big, with the low visibility it felt impossible to actually find all the pieces but it works for a horror game where you’re trying to get the players lost.
The visibility really rough, especially in open areas you can’t see anything. It works for conveying a very oppressive spooky atmosphere but it is frustrating.
My favorite part is the immaculate vibes, this game gives off early 2000s creepy pasta energy in the best way. Very nostalgic and unsettling.
It felt really hit or miss. I would have some runs where I almost never saw the monster, and others where it would find me in seconds.
Quite honestly it felt like the game wasn’t hectic enough. Since wave starts are triggered by the player it’s very easy to just waiting for everything to end and then clean up points and work on towers. If you want to have the players engage with the map during each round, you could make it so points vanish after a little bit so players to collect them quickly. You could also have rounds start automatically after a certain amount of time, so the player feels pressed to always be doing something.
Regarding stardust it didn’t feel like there was any reason to feed the blackhole early on, so I’d always just get maxed out towers and then when money wasn’t useful anymore I’d begin feeding the blackhole. If you want it to feel like a choice every time I might suggest either making it so the blackhole meter decays and you lose when it bottoms out or having a wave limit so the player has to make sure at least a certain amount of money always goes to the blackhole so they have enough in it by games end.
The UI was smooth and simple to use. I have no complaints.
Easiest strat to set up a Saturn tower in a loop where it gets lots of coverage and farm stardust until it’s maxed out. You cannot lose once this is done and the rest of the money goes to the black hole
Ideas:
- Terrain
- Portals would be fun, having a map broken into fragmented sections so you can only build towers on certain areas would be interesting.
- Rivers which speed up one way and slow another making it useful and frustrating
- Maybe breakable objects which have a small amount of stardust that players could use for extra money
- Enemies:
- Enemies that eat uncollected stardust
- Enemies that appear mid track so you can’t plan around loops and choke points.
- Enemies which affect towers maybe being invisible, or disabling certain ones
- Enemies that appear and disappear at certain intervals allowing them to avoid attacks.
- Misc
- It would be interesting to see temporary deployable that the player could use. It would add an additional element of chaos to the play by adding the ability to maybe place mines or something so you could save a game at the last minute.
Unfortunately I don’t have good feedback on this one. I couldn’t tell if I had solved the word puzzle since the escape pod would work with any code I typed.
I think you could do a lot with the various elements of the game (doors, word puzzle, fire). I think I’d like to see more from the door limitation mechanic, possibly in either only getting to see a limited portion of the map, or having some puzzle which requires you to go between rooms, but you can only do so a limited number of times requiring you to work on efficiency each trip.
Really liked the oxygen meter, felt like a timer in a Mario game. It didn’t make the game too shot to properly think on and wasn’t so slow it felt like there was no way it would go down. Felt like just enough pressure to keep you focused on completing tasks.
The extinguisher feels fine but the fire feels extraneous. Since putting out the fires is both required and straight forward it feels like busy work. Making it feel like the fire is affecting your puzzle solving in some way, say by blackening the posters or expanding and cutting of routes, it could add a sense of urgency in working to put them out.
Pacing wise I though the game was fine, it feels slow but that works for a puzzle game. However I think the game could use a little more meat. It has 2 puzzles in the fire and the posters and both are reasonably straightforward to solve.
I like the games style, between the art and the puzzles it has a very relaxed minimalist aesthetic.
I think the game could use a more tangible sense of progress. The level feels really brief with only the single puzzle and since any of the codes will end the level, it feels very similar from run to run. Something to establish something new is happening either when you finish a puzzle, explore an area, or accomplish an ending would do well to help give the game a sense of forward momentum.
As a quick point there were a handful of bugs I noticed. You can flip you’re camera upside down if you rotate the camera up or down too much. In addition it seems like any passcode will work on the escape pod. Battery gets drained whether or not the doors opened.
I like this games energy and the general premise. Despite the frantic premise of burning spaceship, the word puzzles are very casual and relaxing. I’d like to see it expanded further, possibly into similar sort of idle games. I’d recommend more feedback to the players regarding the puzzles, an indicator light, text prompt, or something to make sure they know when it’s completed.
The game was pretty challenging. The obstacles are pretty dense but the hitboxes are done well and so it feels pretty easy to weave between them.
Slow, very chill, a bit discombobulating. The fact that paper throwing doesn't have inertia makes sense but makes throwing feel a bit strange.
User interface feels good, please add some color coding to the health, I saw the money meter immediately but pale white text blends into pale blue sky and I didn't notice the health bar until my 3rd run.
I like how tight and self contained this game feels. Its such a simple design but the mechanics feel intuitive and easy to use. The score system is straight forward and works well. It gets vibe really well, and the monotony works well with the music and color pallet giving a very relaxing experience.
My only complaint would be about the obstacles, I'd recommend adding some sound for being bit because when my focus was on throwing paper I'd often get hit and not notice. In addition if you could remove their collider after hitting an obstacle without removing the sprite I'd recommend that watching a pot hole vanish was strange. But understand these are nit picks at best, the game is very sound and remarkably charming.
Level size felt fine.
The blood felt very feast or famine. I like the blood pressure, I'd recommend increasing the background decay rate and increasing the amount received from bloodpacks because both of those felt unnoticeable. The rates given for the horde and bat mode are good.
Speed boost could be nice, temporary immunity to blood damage might be good, some mode where you can eat the enemies for massive blood boost would be fun.
Movespeed of the horde felt good, pressing but not unfair.
With how minimal the mechanics are you could maybe do stuff like distance run, blood drank, blood lost, time spent as bat, etc. It would be a fun novelty to help distinguish runs.
Not really, some variety of environment or enemy types may help. As it stands it can feel very repetitive and one run feels indistinguishable from anote
The idea is interesting, however if that is the plan concerns about blood have to become more pressing. As it stands I feel like there's more than enough blood meter at the moment. So maybe start off with a smaller meter that gets bigger over time or make blood drain much faster so it feels like a worthwhile buff. Other Notes: Only major issue is with the obstacles, the color pallet is very dull in this game and that's fine but it means that obstacles are hard to notice and it is not amusing when I die because I got stuck on something I can't see. In addition the visuals scream 2.5 D but the game plays like a 2D side scroller which lead to strange issues with hitboxes when my head would pump against a bush I'd argue is above my current position. Overall a solid game, the music and visuals are really charming, and the core gameplay loop is solid.
Level size felt fine.
The blood felt very feast or famine. I like the blood pressure, I'd recommend increasing the background decay rate and increasing the amount received from bloodpacks because both of those felt unnoticeable. The rates given for the horde and bat mode are good.
Speed boost could be nice, temporary immunity to blood damage might be good, some mode where you can eat the enemies for massive blood boost would be fun.
Movespeed of the horde felt good, pressing but not unfair.
With how minimal the mechanics are you could maybe do stuff like distance run, blood drank, blood lost, time spent as bat, etc. It would be a fun novelty to help distinguish runs.
Not really, some variety of environment or enemy types may help. As it stands it can feel very repetitive and one run feels indistinguishable from anote
The idea is interesting, however if that is the plan concerns about blood have to become more pressing. As it stands I feel like there's more than enough blood meter at the moment. So maybe start off with a smaller meter that gets bigger over time or make blood drain much faster so it feels like a worthwhile buff.
Other Notes: Only major issue is with the obstacles, the color pallet is very dull in this game and that's fine but it means that obstacles are hard to notice and it is not amusing when I die because I got stuck on something I can't see. In addition the visuals scream 2.5 D but the game plays like a 2D side scroller which lead to strange issues with hitboxes when my head would pump against a bush I'd argue is above my current position.
Overall a solid game, the music and visuals are really charming, and the core gameplay loop is solid.
Q1: Pretty engaging, I don't think it needs a mechanical any other mechanical objective, maybe some petty narrative goal like chasing after a stolen drink so it feels like you're progressing towards something.
Q2: Audio was fine, music is generic action but that isn't a bad thing.
Q3: Combat feels alright, animation and enemy ai feel really solid. Hit boxes are a bit frustrating 2.5 D is a weird balance because I found it difficult I might suggest emphasizing shadows a bit more so you can tell if you and the goblin are on the same plane when you're punching or simply making the hit box more generous.
Q4: I think the one addition the game really needs is some aspect of variety. Perhaps little combos depending on mouse clicks to add a bit of visual flare and break up the monotonous pacing. It's mechanically sound but it feels very one note as to what you are doing throughout the game. Adding some variety to the combat would be nice.
Q5: It feels gently skewed towards too difficult. This only came up during the room fight against waves. If I was struggling to finish the wave and more enemies showed up before I finished the ones already there, it felt like there was no way to recover. A recovery mechanic such as healing from meter or heart drops from enemies may help.
Q6: Animation is adorable and lively, the backdrops look fine, a bit of extra character might be good, goblin TNT in the basement or some indication of what the building upstairs is supposed to be would be nice. Something that makes the spaces feel lived in I guess. Q7: No issues with performance but I have a higher end computer so that may not be the average experience.
Q1: Pretty engaging, I don't think it needs a mechanical any other mechanical objective, maybe some petty narrative goal like chasing after a stolen drink so it feels like you're progressing towards something.
Q2: Audio was fine, music is generic action but that isn't a bad thing.
Q3: Combat feels alright, animation and enemy ai feel really solid. Hit boxes are a bit frustrating 2.5 D is a weird balance because I found it difficult I might suggest emphasizing shadows a bit more so you can tell if you and the goblin are on the same plane when you're punching or simply making the hit box more generous.
Q4: I think the one addition the game really needs is some aspect of variety. Perhaps little combos depending on mouse clicks to add a bit of visual flare and break up the monotonous pacing. It's mechanically sound but it feels very one note as to what you are doing throughout the game. Adding some variety to the combat would be nice.
Q5: It feels gently skewed towards too difficult. This only came up during the room fight against waves. If I was struggling to finish the wave and more enemies showed up before I finished the ones already there, it felt like there was no way to recover. A recovery mechanic such as healing from meter or heart drops from enemies may help.
Q6: Animation is adorable and lively, the backdrops look fine, a bit of extra character might be good, goblin TNT in the basement or some indication of what the building upstairs is supposed to be would be nice. Something that makes the spaces feel lived in I guess.
Q7: No issues with performance but I have a higher end computer so that may not be the average experience.