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Good game. It has some potential. Congrats.

I played again, and got further. 
But I still got stuck on the final door.
I had 4 crystals, but couldn't find a 5th crystal.

sorry to hear, it could be the crystals were inside the walls when the enemies were killed, I will make sure the colliders are there so it can easily be spotted

Ah, right, I didn't realize the crystals came out of the enemies.

One enemy was in the wall there, so your fix would make sense.

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I did a new playthru with the build from 11th Nov 2021.

I got stuck on the first puzzle again.  I couldn't find a third Crystal.  This was very frustrating!

Apart from that, it's looking good!

Did a play thru.  This build seems to be broken.  

Had various thoughts.  Cheers.


thanks mate, I will run it through the team later

I did a VIDEO PLAYTHRU with my thoughts as I played through.  Hope it's useful!  

I played it many times over, definitely not trying to speedrun it or anything.

The crystal key hitbox is infuriatingly bizarre, 90% of my resets were because of them not being picked up.

The visual theme of the game so far seems good, I like the overall look of it, but lighting could be improved a little more. Not necessarily make it brighter perse, but make the dark areas less black.

The environment is walled off in odd ways, invisible barriers make exploration impossible, which I suppose it intentional with a linear style game, but cmon man let me look around and not be blocked by something that isn't even there.

The movement of the player character is responsive and good, just wish it didn't feel like I was on the moon as much.

Boss fight is... tragic. You just stand there and hold left click until its dead. The generic enemies are also somewhat mediocre, but it feels more like they're just very basic enemies put there so theres something to shoot at moreso than what the actual enemies would be like.

The concept of puzzle being used is very open. I'm not sure I'd call collecting keys and trying to nail targets in a timed event puzzles. If you want to actually market it as a puzzle game, perhaps making use of the player's wall for puzzles would be a good option? Currently it serves no real purpose.

Overall, a decent prototype for what the game could become, but even as a proof of concept it needs some baseline work to properly convey what it is you intend to make.

Thank you, your feedback is really appreiciated! :)

 

Random thoughts while playing:

  • Would be nice to have some basic sound (an ambient loop) on the menu.
  • I like the simplicity of it, easy to jump into and start playing.
  • Floating controls tips are nicely presented.  Good!
  • Left and Right click for Left and Right hands.  Nice and intuitive!
  • Feels like "O" to restart could perhaps be "R", but I guess you could press "R" by accident.  Just a thought.
  • There's some weird collider placement around the first water stream, where I have to go thru on the left, but can't go through on the right.  
  • And having the waterfall right there is just begging for me to get frustrated hitting the invisible barrier if you try to go down there.  I'd definitely try to avoid that sort of level design in future levels, where the player is shown cool things that entice further examination and exploration, but then can't go there.
  • The first puzzle section is a bit overwhelming.  Lots of text to read, and not all of it immediately relevant.  
  • The first thing I tried was the left-hand-most tip.  "Hold Q to pick up by telekinesis."  But pressing Q seems to do nothing.
  • Animations for hands, and door, etc, are all looking pretty cool.  Nice work.
  • Adding some sounds for picking up crystals, door opening, etc, will make it feel even cooler.
  • I've opened the door, but didn't seem to need to use half the confusing stuff at the tutorial space:  "Place an object here to reveal other crystals" - I never figured out what this meant, so maybe it didn't need to be there.  
  • The first tutorial area could purely be "pick up a crystal and put it in the door."  Clear and succinct and simple.
  • Even having to shoot the pressure plate felt a bit out-of-character for the game world.  But I guess if it was a big "button" over the door with a magic symbol on it, or something, that you have to shoot to reveal the crystals, I guess that sort of thing would make sense in the world setting.
  • Combat wasn't very fun, but seems like a solid enough start!
  • Colliders on big crystals hamper player movement.  I'd just put a big cube or sphere over there, or at least use shapes that don't crook the player into concave shapes that they get stuck in.  The player expects to "slide off" or "slide around" these sorts of objects.
  • I went up to the second door, and it seemed to want me to pick up the crystal, and put it in the door.  But it said "cleanse the forest", but I really don't understand what "cleansing" involves.  All the animal creatures are dead, so I guess it's the crystals, or the rotten tree things, but they don't seem to respond to shooting, for example.  So just a bit confused.
  • It would be kind of cool if I had to use Right Click to make a big boulder, right over the crystals, and if you do that, the crystals smash, and that is what it means to cleanse the area.  You'd have to smash all the crystals by making rocks under/on them.  :)
  • Invisible barrier annoyingly blocks me from looking into little water pool in this area.  Seems like a shame.
  • I have no idea what I did, but I went back to the door, and put the crystal in it, and it opened.  Confused.  Didn't work before when I did the same thing.  (It still says "And cleanse this forest!" at the bottom, until I walked thru the door, then it went away.
  • Trying to keep the 5 orbs lit green at the same time seemed like a useless task.  I don't see how it can be done.  I just keep shooting them.  Seems impossible.  They always turn back red.
  • Boss fight seemed a bit frustrating.  
  • Stopped playing at this point.

Looks promising!  I enjoyed the overall vibe.  Nice one.

Thanks for the time and feedback.
We had some big hiccups along the road, we apologize that you didn't have fun with the combat and puzzles much.

If we managed to have more time and less hiccups, we would make the puzzles and combat a better experience for you.