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(2 edits)

I like the demo as a whole, but here's my general thoughts/ideas:

  • Remove (or mostly remove) the need to reset the whole level on player error
    • Gets very annoying very fast when just trying to get a good idea of what to do by screwing around with stuff
  • Increase the speed of lifts
    • Also gets very annoying when paired with the resetting issue as it takes a lot longer to get back to where you were. Even just adjusting the acceleration of the lift would be nice.
  • Increase jump height
    • I know this could screw up some stuff, but honestly, the jumping just feels really unsatisfying to me. Not that it's a big deal, just a nitpick I guess.
  • Add the ability to move while throwing
    • Also could screw up some stuff, but this one feels like a more important thing to feel good than jumping, as having to cancel, move, cancel, and move again to line something up can be annoying
  • Increase the magnets' friction on the ground when thrown
  • On the magnet flinging level, it might be a good idea to make it more obvious that you aren't supposed to throw the magnet from the top platform by hand
  • I don't see why throwing the magnet is locked to certain angles? It feels really clunky and hard to aim.
  • I think increasing the vertical throwing height might help a little bit in terms of controlling the magnet, as it feels really heavy right now and just doesn't feel right to me.
  • Not a game-breaking issue, but I generally like to keep my controller plugged in when I play other games, but when I booted this demo, it wouldn't let me select anything via kbm and was really jittery until I unplugged it. 
    • To fix this, you should just be able to set an option for kbm, controller, or maybe even auto-swapping in the settings. Auto-swapping could be done by just checking which one input something last and then using the methods for that scheme. Adding onto the first point, though, it might be a good idea to auto-assign it to kbm if you don't add auto-swapping.
  • And this is my last one, but I hope whenever this does come out that you go a lot more in-depth into applications of the mechanics. Some games don't do that very well, but these have a lot of potential and could be really cool when put together.


I think that's my main gripes about this, although I'm sure I've missed a few lol. Mainly just controls and tactility which (to be fair) I am generally more picky about than other people. But it's probably better for me to say all of that now before this game gets a lot bigger level-wise and harder to change when it comes to controls due to 'cheesability'. 

But yeah! Cool game and cool concepts, and I look forward to playing it when it comes out!


Edit: I watched literally the next two seconds of the video after I paused it and you said you weren't taking more feedback. But I guess if you ever change your mind on it, then I guess here it is? Sorry lol