Quick comment on the prototype: put in a QUIT GAME option that doesn't force the user to ALT+F4, and put a killfloor under the level, with a respawn at the nearest safe point.
Regarding the READ ME file, I'd suggest putting that info in the game description as well, don't create additional steps for a player to enjoy your game.
This said, the basic concept is still a little bit foggy, it kinda feels the main mechanic should be introduced immediately, a few seconds after the player grabs the arm. Do it the reverse bioshock way: introduce me the mechanic, make me have a little bit of fun with it, THEN hint at the world, at what it hides from me, at its story, its lore... its secret. A mechanic has to be as interesting as (if not more than) the game world, to hook the player in, especially in this shorter almost experimentative prototypes.
Can't wait to see where this goes, for real. Great job
Enrico Andreuccetti
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I know this is a 0.5.5, aka an early build, but just a couple of quick reccomendations: put in a way to quit the game without having to alt+f4, and create a killfloor right under the floor of the various platforms, with a quick respawn at the start of the level. Another quick note on the UI, and that is that the segmented units under the spells seem to express a different function than the intended one: visually the don't communicate multiple uses of the same spell, but instead strength, duration or area of influence, hinting that a spell with 2 full segments under it is more powerful than one with just 1 full segment. This said, can't wait to see a more defined form of this one. Great work!
The structure is really interesting, especially the (relative) liberty in approaching the different key locations in the map. I must say there's something clunky about the description of events, I would suggest pushing dialogue a bit more on the forefront (use Italic for dialogue to also create a visual variation in the UI text pop-up). I understand the need for 3d assets, given you're using Unity, but with a weight so much shifted towards narrative, I would consider (for eventual future iterations) to go the Roadwarden way, with a greater emphasis on immersion through sound and 2d visuals, at least outside of combat. Can't wait to see how this evolves. Good job!
Oh, add a way to quit out of the game without having to ALT+F4