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evestay

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A member registered Nov 27, 2019

Recent community posts

I did want to look, but how can I grab it? 

Sure, I'll try. Ok, when you are affected by cold, you slow down, sometimes that effect lasts the entire level. Thats not by design is it? Oh and go and enjoy the weekend. 

Hi, there are a few issues here and as ever a lot to love. First impression is the UI is a bit of a mess, which is unlike collectively you as a team.  Im playing at 4k and the UI selection overlay themselves. Nikolai, I enjoyed your level, keep refining that. Hoikei, your level is really hard and one of the hazards, the spike path, is obscured by spikes - have a look at playtesting. Tamar, good use of sound, but the progression of the level is halted by an annoying bug.  Davy, your level is basic but a solid start, its not as well developed as you peers. The making of this game will be setting solid sprint goals for next week, bear this in mind at your review. 

You have the bits, you have the talent, now its time to bring this game home. 

There is much to love here, its really well presented and Im excited to see what you're going to do with this. I do, as always, have an issue with game that maybe you can clarify. What kind of game are you making? When it was initially pitched I remember it being about the journey and that it was focused on that rather than anything too challenging. Every level that I came across was lovely and I was feeling relaxed, soaking in the atmosphere, listening to the music and wham! I was killed. Is this what your going for? Hoikei your level showed a lot of love and attention to iteration as did Tamar's. Davy, I can see what you're doing here and it needs refinement. They rest of you, where is your work. 


Oh and the dash not on the shift, its on the R Shift and now I know why I was struggling!

Whats happened to the keyboard support? Did you QA it for this build, it doesn't seem to work for the menu and the game stalls on the first level. 

Suggestion: You need to establish where the player is at the start of the level, highlight the player or work out some other way of bringing attention to the players origin. There is a reason why other games to it. Its an indicator to me that you need more playtesting and be a bit more objective about what it is you are making. 


One thing that does bother me, does the crouch actually add anything of value to the game? If it doesn't, ditch it you game is nice and simple without it.  

Why is it medical mayhem? Is it just because your main character is pill shaped? 


Wesley, your gym level's floor is very dark. Melina, I had fun playing your level, it was very clearly laid out. 


Again, play test - the turrets shape language get lose because you are using flick screen so work on that. Also to underline this use distinctive SPFX and vary the SFX, consider an ambient loop. 


Looking forward to playing the next build  - remember to review and iterate.  

It was a courageous choice not to put the keyboard controls on your interface and neglect the controller support for your menu. It was very brave to risk the player quitting as they did not have adequate 'in build' support. It doesn't matter what content you have waiting for the player if they don't have the means to get off the main screen. 

 You really, desperately need someone to play your game and give you feedback. What IS the first question that people ask when they try to play a game for the first time? How do I play this? What are you doing to cater to your player? How are you helping them to get into your world? DONT MAKE A TUTORIAL but have some empathy for the people who have chosen to take the time to play your game. Anticipate their needs.  


It all very pretty but that won't mean anything if you don't make your game for the player. Oh and the player is not a member of your team either. So don't help the playtesters and get ready for feedback that will help your game to be more accessible. 


There is a solid game in here somewhere but you need to not be blinded by confirmation bias - it will kill all your good work.

The bad stuff: 

If only you'd spent as much time on the UI as you did on this rather lovely page. 

The wording on the mouse controls is obscured by the mouse graphic and it the actual graphic itself bewilders me, is it greyed out if you need to activate it? Just what is going on, I think I need to sit down and have a cup of tea. 


Next up, your levels - you have loads of them and to be honest they feel like they've been rushed and have no continuity in terms of difficulty. I would advise you focus on a smaller number of levels and do them well. 

The good stuff: I think there's a solid game lurking in here but its well hidden. You need to refine what you have to discover it. The rhythm of the levels need a lot of love, they feel more like proofs rather than something that's made with the player in mind. Shift your focus, reign in you ambition and you could have something special here. 

why do you really have to complication of a crouch and why cant I control or fine tune my character when in the air? 

Right, the game is flat out too hard to the point its just not fun. You need to take a step back and properly re-evaluate what you have and discuss who you are making it for. If you are making a 'hardcore' game remember that making a hardcore game is easy, but making a hardcore game fun and engaging is very difficult. For a start you need to have controls that respond to the expectations of the player - the feedback you got yesterday was on point - you should look take a very hard look at just what you've created.