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Looking For Some Pre-Alpha Feedback

A topic by Mr. Qwil created 4 days ago Views: 67 Replies: 3
Viewing posts 1 to 3
(1 edit)

Hello everyone,

I recently just finished a Pre-Alpha demo for a game I've been working on, and would like to get some feedback on it. 

Here it is: https://mr-qwil.itch.io/trunkeys-amazing-odyssey 

It's only about 15 minutes, and no download is required.

Anything helps! I just want to hear some thoughts on it. Thank you!

(+1)

I do like the concept and its fun but i'll spaff my thoughts below based on my (admittedly fairly short) time playing it.  I'm at work so had to be brief.

The main thing I found is the map/level is very big, making running back and fourth to the ladder with a singular object a bit laborious. I did go for collecting a few items and hurling them back towards the start, then going back to the ladder to cart them up one by one. But maybe there could be a way to carry more? Or get a speed boost/dash?  I think making the area smaller, or giving the ability to run faster would be a great addition.
Does the start have to be up a ladder? With the throwing mechanic it might be more fun for the player to try to shoot the objects into a "basket".  
Or instead of having to take them back to the start all the time, maybe there's multiple "object drop off points" spread about in key locations of the map with different heights or obstructions so players have to be better with their aim. 

The white dinosaur showed up and destroyed me... I tried throwing an object at it... but it just seemed to laugh and proceeded to end my life.  I figured it's there to just chase you and keep you moving, so I avoided it as much as possible. I climbed a ladder and he stopped chasing, so I figured AH, he can only get you on the ground. My cocky and brave idiotic self felt very silly indeed when he leapt up onto some platforms and chewed me to death once again. .

Overall I found it hard to find everything, and generally the level is too big, the back and fourth trips being my biggest bug bear. 
There's also some parts of the map that are a dead end.. I think having a free flow around the map at ground level would help a lot to keep things moving.

Some more forgiveness in the jumping height could help too. Main reason is, right now the game has quite a few core focuses.... platforming, item retrieval, fighting enemies, dodging enemies, collect specific items, collect $500... I think finding its focus could help to slim down a few of these things so you can put more energy into the main mechanic, which in Trunkeys case should be everything to do with item throwing and carrying in various amusing ways.

Despite you admitting to many aspects being unfinished and place holder bits and pieces, I think it has a nice atmosphere and I think the style you're going for is fun and inviting. good work! :)  

TLDR: 
- Area too big
- hard to find objects
- jumping can feel short
- Always feels like I want a way to move faster
- could focus a lot more on its throwing/movement mechanics more than anything else

+ Played really solid, didn't notice any technical issues
+ funky sound design
+ satisfying throwing mechanic
+ felt unique and interesting
+ Good humour (it was genuinely amusing to play) the spinning sprite for climbing a ladder did make me laugh out loud. 

Hope some of that helped. or if anything at all was a fun read. 

(1 edit) (+1)

WOW! Thanks for the in-depth feedback! It means a lot and it was definitely a fun read.

A main issue for a chunk of the early playtesters was the movement, so you're definitely NOT alone on this and I will be working on that further, to just generally make it feel better to traverse the levels.

Additionally, multiple "drop-off" points was an idea that I was already considering to allow for bigger maps, and this feedback has definitely solidified that as something that will be in future levels if needed.

The white dinosaur is there to act as a sort of "unpredictable roaming threat" mechanic to keep you on your toes and spice up the levels (either by physically tearing them up or acting as a source of tension). Throwing bombs and specific objects was originally planned to flinch it with the odds of it successfully working decreasing with use, but it wasn't implemented for time. This is DEFINITELY something I want to expand upon. 

You definitely offered a very valuable perspective on my game, especially on the design focus end of it. The focus should 100% be on streamlining the throwing and collecting side, since those two elements are the most fun and sorta intertwined.

Again, thank you so much for taking the time to write all of this down. This is a huge help.

(+1)

Art looks cute, but the camera controls is kind of buggy (would switch from clockwise to counterclockwise), and I would be confused on where to go in the beginning as well. I feel like there should be a more streamlined tutorial