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Action adventure about a mouse in a forest · By Hanesto

Feedback Thread Sticky

A topic by Hanesto created Mar 15, 2024 Views: 245 Replies: 12
Viewing posts 1 to 6
Developer

Hey everyone,

this is a general feedback thread to let me know your thoughts of the game!

I liked the neat style, but I really checked out of the gameplay after a couple minutes, and never really checked back in.

To be honest, It's really mindless and uninteresting, I could tell there were things to find and the levels had a bunch of items, secrets and Easter eggs...but I really didn't feel incentivized to, for lack of better phrasing, care at all.

To be fair, I could see people more relaxed than me turning their brain off and enjoying this.

I really liked the art direction and vibe, but I couldn't bring myself to restart the game after falling off the edge because there wasn't really something (for me) to restart to.

Developer(+1)

Hey, thanks for your feedback. 

It there anything specific that would make the game more enjoyable for you? 

Some more concepts in combat and better telegramming to secrets.

Visuals: Very cute art style and the world is very cohesive. You can tell that you put a lot of love and soul into it. The look and feel are close to Tunic and Link's Awakening. With a bit more polish, the visual side is already very high quality.

Sounddesign: The music and sounds fit very good. Feels good.

Gameplay: What bothered me was that after I hit, I'm stuck in the animation for another half second before I can move again. For a game that relies on an action combat system, the combat needs to feel dynamic and fluid. At the demo stage, this isn't the case for me yet. You should focus on improving this. The mouse looks cool, but with the huge backpack, I feel like a walking rectangle, and the hit animations seem very awkward. It looks more like flailing around. Additionally, I missed something like a heavy attack to add some variation to the combat. But I'm sure it's planned to unlock more combat abilities.

I hope the feedback helps you and doesn't discourage you. Your game has a lot of potential and you can feel that you have a vision!

Best regards

Developer

Hey, thank you so much for the feedback! Combat is also my biggest issue right now, its really tricky to get it right so its great to get some input on the current version!

My girlfriend saw me playing this and thought it is so cute, and I agree. I like the relaxed atmosphere. As reference, my 3 favorite games are Dark Souls, Doom 2016, and Sims 3.

Things I noticed that need fixing or consideration (this literally from playing like 20 minutes once, so forgive my recollection):

  • A few typos during the game, such as "thought", and not using apostrophes, such as "isn't".
  • I don't think the game told me that [B] is how you run (XBox controller I'm using).
  • I suppose I used the "wood plank" resource to build a bridge. Text saying "you used X planks" and/or a HUD value would be helpful.
  • I suppose that gray tomb area is where you place key items by beating bosses or something to unlock that big door. Maybe text should be there to explain that (I know you are developing, and that may be end-game stuff).
  • Seems you intend on a fixed camera angle. A little weird to not be able to rotate the camera, even at 90 degree angles, like Rollercoaster Tycoon 1 & 2 handle isometric. But I imagine it is a way to hide items, and I'm sure it would add a lot of programing.
  • Apparently we can't jump.
  • The black and white "tutorial" at start could explain more mechanics, like aforementioned running, and rolling.
  • The options button on the backpack doesn't work, and there is no way to quit the game. I do like the backpack menu, and it being on the mouse.
  • Does the mouse have a name? I don't remember.
  • When the mouse dies, there is no sound effect, text on screen (You died, or whatever).
  • Stamina is not depleted from either running or attacking (can't remember which).
  • Soon after I used the horn to NOT call a boat in the forest, my character could not walk, only roll. I may have died before that happened. I think going to the backpack menu fixed it.
  • In the title screen menu, I could only use [B] once to escape, then only keyboard and mouse would work.
  • Seems only one button (X) to attack. I suggest a least 2 attacks, at least maybe.

I love the direction of the game so far. I found your game because I saw your devlog on Youtube. I am willing to further discuss and provide future feedback. Good luck developing and have a great day.

Developer

Thank you for your feedback!

You can quit the game by opening the pause menu with "select" or "escape" and pressing "quit" :)

There is a bug right now when you die in a certain way. That might be the cause of some of your issues. Otherwise its hard to tell why. 

Do you remember if you died at some point but were able to keep walking?

Hello!

Saw your yt video and came to check it out.
First of all: awesome art style. The environments are amazing and its very nice that you made interactive elements like grass and stuff that fall and react to player.

In my experience i had an issue with inventory not showing the mouse pointer at first. Once i went back to options/exit screen it showed up again. Would be nice if there is for example e key to open things in the inventory menu.

My biggest concern here is the main character itself. Basically the feel of it a bit too chunky and clunky. Here are my guesses why.

1. Footsteps sound quite like its not a small mouse but like something on the bigger side. Also i noticed some sliding in the walk animation.

2. When you press dodge there's a feeling of unresponsiveness. Because you've set it up to be on tap and it doesn't dodge immediately once you press the button it almost feels like a charge rather than a quick action.

3. The animation of attack lacks agility. This is probably because it seems like he's just rotating about his up axis and not making any step sideways, or something along those lines. 

4. Once you attack and if you press on a different direction it should probably attack the direction you are pressing towards instead of the currently facing direction. Otherwise you need to stop attacking wait for the character to turn and only then will you attack in the direction you actually want.

5. The model is super cute and i get it you want the main character to seem like an adventurer with a big backpack, but it also makes it feel like it's a very slow chunky character. This is very subjective though, because i can imagine a lot of people would find it very charming and endearing. 

Hope you find any of this useful. Overall you're doing great!

Developer

Thank you for the feedback!

Really love it so far!! The visuals are gorgeous. The game is really polished already. I love the feel of the grass as you move through it, the perspective of the game. Absolutely adore the dewdrop-health mechanic (found it by accident when I was just hitting things randomly, which was a real treat!). The game has a nice atmosphere, and you're definitely hitting those Zelda vibes!!


A couple of bits of constructive feedback I wanted to post. Firstly, some of the UI started misbehaving at certain points - e.g. pause screen appeared over inventory screen, which flustered me into accidentally returning to the main menu instead of just unpausing xD . Some of the controls icons don't seem to match up - e.g. tutorial phase says hold Shift for a stronger attack, but I believe this is RMB? A few times the UI said use LMB to do something that was incorrect - e.g. close text boxes, block attacks. Also the pause menu doesn't pause the game itself (which I found out when I was being attacked) :D

Regarding combat, I'm in two minds about this but.. I feel like the stamina bar was making things unnecessarily difficult. I had to attack and then pause in places that felt unnatural. I feel like (because you've already got quite a lot of buttons to think about anyway-dodge, block etc) just allowing you to smash the attack button would feel more satisfying. Presumably the enemies are going to get harder, so it would be nice to have the difficulty be a natural progression of enemies, rather than feeling limited by the stamina bar. (Perhaps just the heavy attack could be linked to stamina?). 

At the very least I'd personally not have the dodge linked to the stamina bar. I initially thought the dodge wasn't working, until I realized it was connected to stamina. I think allowing the player to dodge even when tired would be more forgiving when you're facing many opponents. ^^


Sorry for the wall of text there. Overall, I really love it and hope you will continue to expand on the game. I can see this being a winner for sure!
(P.s. I like the worm NPC) :P

Developer

Thank you for the feedback! Im also thinking about removing stamina entirely. Might try it out for the next patch!

Awesome! I couldn't get past the bugged out stag beetle- but I look forward to trying out the next iteration ^^