I like the trail and the mechanics work well, but I think you're not sure what to ask of the player. Do you want players to navigate avoiding obstacles and only hit the goal? Probably have some fail condition or forced reset. Do you want players to hit all the obstacles for points? Maybe count their moves and have a par like golf. At the moment I'm getting points but they don't really mean anything.
Vladiator02
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It was nicely polished but I still have the same problems as last week. It's hard to know what you're doing and where to go, and I don't know if I reached the end of the game. I like that you added some context to the story, and the scares are also nice. However, before I thought the player character might be some child and that's why they're so short, but now that they're some contractor, their size is a bit hard to believe.
It does have voice but it don't think it fits the theme, the game would've functioned without the anime opening playing. The arrows aren't really mapped to the song which trips me up, makes it less rhythm game and more just timing. Some feedback to tell me if I hit the key too early or too late would also be nice.
Good looking game, plays and sounds really nice. I couldn't figure out how to progress though, and I did try for 20 minutes. The height of the character is really small, is he meant to be a child? That makes it really hard to see the first key and I looked for it for quite a while. And the jammed door part I couldn't figure out at all. I feel like the voice, although it adds to the mood, does nothing to answer my questions. You could've gotten more out of it. You could've gotten more out of the diary too, maybe give clues if the player is stuck on one objective for too long.
I think the input isn't weird enough. It is unusual but it's still WASD with extra steps. Also there's nothing that pressures me into mastering the input system so you're not getting the most out of it. Consider a timer, enemies or other challenges that require the player to use the system effectively.
Hitboxes are my main problem with this game, the character gets stuck a lot. Maybe some rounded edges around the platforms could've improved this, and the hitboxes on the slimes should be way smaller. The dash and moving boxes are nice. The visuals are nice but the background and foreground don't mesh and it feels really weird. I also don't get how this fits into duality, unless I'm missing something?
Hitboxes are my main problem with this game, the character gets stuck a lot. Maybe some rounded edges around the platforms could've improved this, and the hitboxes on the slimes should be way smaller. The dash and moving boxes are nice. The visuals are nice but the background and foreground don't mesh and it feels really weird. I also don't get how this fits into duality, unless I'm missing something?
I like the combination of pinball with the... Bennett Foddy genre. It's a challenging game but doesn't feel unfair and I did feel like I was getting better in the few minutes I played it. I also really like the style of the menu. I don't think the use of collectibles that need precision didn't mesh well with the game though.
Either I'm too stupid or the triangles are broken so I can't complete the ritual. Also the very dark gems are very hard to tell if they are on or off.
Otherwise the goblin was very annoying which I imagine was intended. If you leaned more on the hectic aspect, maybe added some mechanic that made you scramble to find how to complete the next stage of the ritual while the goblin was messing up your previous one, and a fail state that punishes you for taking too long (it could even be that the goblin regenerates health) then it would've been a nice experience.
I have a feeling you started with voice acting and went from there, which if true, was a great idea. Otherwise a little bit easy for a detective game. Doesn't help that the correct option is the only one you can click, i expected you to yell at me like Gordon Ramsay if I got it wrong.
Hopefully Scene 2 builds on the predecessor.