Another small thing i notice is that you can climb up the walls after the first time the rocks are introduce, and at that instance the guy calles you luma, but i hadn't yet had the conversatation where i introduced myself to him. cause i could get there before getting teh other conversation.
Maybe keep a more close track of which places are accesible before or after others.
Also something that could be intresting for this is to have a system where it keeps track if certain events/triggers of dialogue have been checked to decide to show one or another line of dialogue (or maybe just be more cautious with the timings of dialouge)
toloDev
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ok, im gonna give feedback on seperate comment so that the different issues can be discussed in a more organized way.
the first thing i noticed is that the fact of having to control the player with wasd, and having to press the spacebar with that same hand is really uncomfortable and makes my hand hurt.
what i would suggest is having the jump be mapped to the W key so that the left hand controls are all close to each other and don't break your hand.
or having the abilitty to remap controls but that of course would be more complicated.
the way the goals of the games are presented also have some things that are unfun. there are three statues suposedly but i only found two of them, the third one should be on the south wing of the firsts sector acording to the plaques on the floor next to umbros, but i found nothing there. did i missed something?
apart from that, the way they are presented are pretty good, you talk about three statues, have tree plaques on the floor and lakk about how they are previous guardians and that they contain the answer of why you are there.
but i still couldn't start the first quest/ the quest of the first statue after 30 mins.
Another comment is that i find main loop of the game pretty boring. you basically go around looking for stuff,read stuff or pick stuff up, and go elsewhere.
also there has been like 30mins of gameplay and i practically haven't done anything, just run around, read a few lines of texts and pick up some stuff that i don't know why i wa<s picking them up.
i think what you did with the level design is to think of a fun series of actions you need to make in order to pass the obstaces.
"ok, you double jump here, double jump here and only do one jump here or otherwise you won't reach the floor soon enought"
but the player doesn't know this series of steps before playing so in the player's perspective you are just hit with obstacles which you can't clear in an intuitive way, which doesn't feels fun at the beggining.
it also is way to hard for beeing the beggining of the game. did you adjust the dificulty based on your skill? because remember you got better while developing the game, but a new player will start from scratch.
i know this doesn't reflect your current skill but i wonder if that was what how you made the levels at the time.
pretty cool prototype. at first i just wandered around, then i used the scanner, but then i realised the cool stuff did nothing for now, so i started following the marine floor looking for the highest elevation trying to get to that 970 elevation, but i think there wasn't ground at that height and the idea was for you to rise when you were done. i found following the floor more intresting than simply using the radar and heading on a straight line. maybe you could consider using the floor as the guider instead, that could be done in several cool ways probably and would make the exploration feel better imo.
this game is really relatable. after a nose operation for turbinates iwas told that i had to clean my nose by flicking it, and that habbit perdured after the recovery. i don't if it was because of that or because either the recovery or the surgery went wrong, but ever since my nose has itched and i try not to touch it but sometimes i do it unconsioucly. The worst part is that that surgery didn't even solved my turbinates! such a disaster. IT WAS 2 YEARS AGOOO
the game is too unforviging, in an unfair way. for example teh square kills you with barely touching you, which feels wrong because it feels like it kills you without touching, making its hitbox a little bit smaller would help with that. Also the dificulty is way too high. you probably got better as you played this game for 4 days, but people who play it start from zero and don't have the skill level you ave after 4 days.
the concept is pretty good, though it doesn't fit the theme.
Damn! this game is trully something else. it leave me with a feeling similar to when you finish a movie, AND IT WAS A JAM GAME! The storry telling is amazing. not only for the moral of the story, but also the little stories inside, like the exiled executoner, and also by how you start regcognizing and growing affection for the kindom as well as melancoly.
the gameplay is simple and not to original, but the way its used is exeptional.
really fun and good idea! and the levels were well made too. the music wasn't impressive but it fitted the vibe very well. A comment i have is that the, i think fifth level, relies too much on player movement, so if you just slightly bounce on one of your iterations, it messes up everything which was a bit frustrating
really fun and good idea! and the levels were well made too. the music wasn't impressive but it fitted the vibe very well. A comment i have is that the, i think fifth level, relies too much on player movement, so if you just slightly bounce on one of your iterations, it messes up everything which was a bit frustrating




