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Looking for constructive feedback on an action-adventure 6DOF - Proximity Threat

A topic by Digital Corgi Productions created Jul 11, 2024 Views: 109 Replies: 2
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About the project

I've made a 30 minute long prototype for a six-degrees of freedom (6DOF) action-adventure game, I was inspired by other 6DOF games and some 3D Metroidvania games when creating this. Unlike the majority of other 6DOF games I did not go a FPS approach to it (there is some combat but there is more of an exploration/adventure focus). The game is Windows only at the moment, if I did full production on the project I will port to OSX and Linux. 6DOF means that you can move in 6 degrees of axis: pitch, yaw, roll, forwards/backwards, up/down, left/right.

Concept

You control a drone (EDO-72) through a base in the future, you can scan objects in the environment to gather more information. Progression is Metroidvania-like, you obtain items to unlock new routes and further explore the environment.

Feedback 

I am looking specifically for feedback on the gameplay and  design.

As it is a prototype, I have not focused on the art or sound as I've not budgeted for this at this stage so I'm not looking for feedback on this (I am aware there is a lot of work that can be done on it if I fully developed it), I am also aware the AI can be improved but it is not a main focus on the prototype stage. 

I am looking for feedback on the gameplay itself and whether it is a viable and fun concept.

Game Link

https://digital-corgi-productions.itch.io/proximity-threat

Hi, I have tested your game and have a video that shows me playing it while thinking aloud :) 

What I liked:

  • The controls were super nice (Need a bit of adjusting, sometimes a bit to sensitive)
  • The map and overview and general feel of the game. 
  • The puzzle idea and "sneak" approach 


What I would improve 

  • The framerate drop problems made it unplayable at times 
  • Clipping of walls and rooms, was really hard to figure out where I could go. 
  • Make the mission and the objective clear, I was constantly confused about what I was supposed to do.


I would really appresiate if you could return the favor and play my game in a similar fasion :) 

https://itch.io/t/3917082/bunny-bunker-build-a-colony-and-send-bunnies-to-space
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Thank you for your feedback, especially with the playthrough it's very useful.


I do have a question actually if you could also provide this.

What CPU and GPU are you using? 

I only had two devices to use when testing this (Ryzen 4600 and Ryzen 3600 CPU, 1650 and 3070Ti GPU) and only seen some playtests people have given me, so not seen comparably how it performs on other devices with the specifications much. I believe the clipping issue is due to the low frame rate, so this is something I'll have to look at on the physics side of things and other settings to try stop this (ideally the frame rate I need to heavily optimise, especially in the recreational area which seems to have the worst performance issues). I'll have to lock the performance on my machines to try tweak it to work on more devices. :)


As for the mission and objective, I agree it seems it's too confusing. My original idea was trying to balance between not handholding too much but also not making the player get too lost, but from the more recent testing it seems to fall more into the player getting too lost and confused (especially in the Recreational Area the last area you were in) so I will need to work on making the objective more clear.


I will give your game a play next in the next few days and give feedback. :)