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👋 Can You Beat Level 1 of OPEN HATCH? Feedback Appreciated – Playable on Desktop + Mobile!

A topic by AgapantheStudio created 59 days ago Views: 195 Replies: 5
Viewing posts 1 to 5

Check our first game Open Hatch : https://agapanthestudio.itch.io/openhatch

Tell us about the story, gameplay, is level 1 too hard ? 
We are currently developing the full game. Feedback is really important for us. 

You can pkay from browser on mobile or Desktop.

Thanks !

here is my Feedback:

There is a promise of a great story in the few minutes I played the game. 

What I liked: 

  • The visuals are super engaging and makes the experience nice. 
  • Normally, I dont read the texts, but I did for this game, and it promised me something nice. 

What I would improve 

  • The mix where I am promised a story driven "adventure" game that then throws me into a pretty hard by basic game where I have to avoid astroids, kinda clashed a bit. 
  • I dont think that the difficulty should be this hard, esepcially in the beginning of the game. 
  • The colliders of the astroids where way to big, and the speed was to fast. 
  • It felt as if I was supposed to loose the game. 
  • It was frustrating to not be able to see why I lost the game

You can see my entire playthrough here: 

I would really apprsiate if you could give me feedback on my game as well. Thank you! :) 

https://itch.io/t/4278211/bunny-bunker-test-i-will-test-your-game-if-you-test-mi...

(+1)

Thank you so much for your reply !  👋 This is so important for me !

About the spacewalk gameplay :

  • Noted for the difficulty of the spacewalk moment, the colliders of the asteroids and the speed in the asteroid dodging gameplay, I corrected different parameters and I think the experience will be improved. I changed those parameters 100 times during development process as it is hard to find the right balance between hard, easy and entertaining at the same time. 
  • I completely agree that we should indicate why the player is game over—whether it’s due to running out of oxygen or being hit by an asteroid. I’ve now created two different game-over screens to reflect each situation. Now that you mention it, it seems so obvious! I’m not sure how I missed it...

About Gameplay change :

  • I understand that moving from a story-driven experience to asteroid-dodging gameplay can feel somewhat abrupt in Level 1 Demo Version 1. I think this effect was also intensified by the issues you uncovered (thanks again!), making the challenge feel too intense and the on-screen elements moving too fast.
    => I’m working on a smoother interaction, and I hope these adjustments will improve the experience in Level 1 Demo Version 2."
  • This shift from dialogue cutscenes to obstacle-dodging gameplay is intentional—it reflects the theme of venturing from the familiar into the unknown. More story elements and context around the spacewalk will unfold in later levels, especially in the full Mission 1!
Behind the scenes, How I design Open Hatch Game : 

I am working on the update !

(1 edit)

I finally released the update for Open Hatch this morning, a narrative adventure game featuring space navigation. I’ve received a lot of feedback and (hopefully) improved the most critical aspects: the astronaut’s movement in space and the introduction of obstacles.

I have a few questions to further improve the spacewalk:

  1. Is the spacewalk engaging?
  2. What feels missing?
  3. What works well ?

Check our first game Open Hatch : https://agapanthestudio.itch.io/openhatch

Thanks Player !

(+1)

Hi, intro is atmospheric and nice. Thats why its really confusing what game i playing after gameplay show up.

At the beginning i played with mouse and it take times to find out what the direction of movement changes at the edges of the screen, not on the sides of the astronaut. On the other hand, when playing on the keyboard, it is inconvenient to reach for the mouse to restart, considering the number of deaths.

Also when astronaut reached screen edge and immediately moves back, inertia animation make it looks laggy, because he can`t move beyond the edge.

Thank you for your thoughtful feedback! You’re absolutely right—many players have shared similar thoughts about preferring a more point-and-click style of gameplay with increased interaction. Based on this feedback, I’m planning to evolve the game further in that direction.

The extravehicular movement has been a point of confusion for several players, so I’m considering removing it entirely to focus on refining the point-and-click adventure elements. This should help streamline the experience and make the game feel more cohesive.

I’ll also take a closer look at the controls and animations you mentioned, especially the edge-of-screen movement and inertia animation, to ensure everything feels smooth and intuitive.

Thanks again for sharing your insights—they’re incredibly helpful as I continue improving the game!