my artist is carrying hard I need to make good game to respect her hussle
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But I agree with his whole critic and you can check my full response for more details. Obviously there is 5 minutes of gameplay so he doesn't have the full vision but whatever is the reason he is in bad faith, you have to remember that the average steam gamer buying the game will be in bad faith too. I even added the diagonal movement with sliding lol https://streamable.com/6c1se2 , I don't know about your game but my level design more appropriated for diagonals
>Feels like there an option for 1920x1080
Yes
>Walking around should have diagonal movement. Collision doesn't have the correctional sliding that's common to games in this perspective (does Gamemaker not come with this physics feature?).
https://streamable.com/fugkxy fixed, I was going for OG RPG Maker movement but my level design was not adapted.
>I don't like the sound effects for examining things.
https://streamable.com/0s80vb this "click" or the dialog beep beep boop? either way I don't know how to do sound effects and I need to learn them one day, but I'm happy with the current state of the dialog noises.
>I get it's trying to be quirky, but there should really be more context when you start the game (e.g., who are you?).
Boring in my opinion.
>Having so many identical/pointless environmental descriptions is a waste of the player's time. If you examine something, it should be worthwhile.
I 100% agree with you on that and some changes are needed.
>There should be a run button.
Yes, though not my priority
>I don't like using asterisks to describe actions. Saying words should use quotation marks, while descriptions of actions should be plain text.
Fair.
>The rock puzzle was not good, as there were no hints nor reason to think examining the rocks later would be different than earlier.
I agree. Do you think a shine on the rock once you need to inspect it is enough?
>The overall idea behind this isn't bad, but the execution is unimpressive. The artstyle generally works, but these types of character-focused games benefit from detailed/expressive character art. See: Omori. None of your characters have facial expressions.
I'll thrive to deliver on that part because this point is way more important than anything you mention earlier. I started by getting all the character drawn before doing the expression lol, I won't let you down.
>The writing relies too much on the player being familiar with this genre, making characters behave more like aliens than people. Compare the writing to something like Your Turn to Die. Despite the premise sounding interesting on the surface, it has no hook in practice
I'm planning on implementing some real detective game tech and systems apart from the dialog options to provide burden of proof of some kind. I tried to write dialogs in a more down to earth exposition way "How did we ended up here? Are we recorded? I don't know we need to explore. Maybe it's a Mr Beast video or something." but it was quite boring, so I want the sane characters talking like real people a bit later in the game and not right at the start. I can try to add a little intro sequence like the your turn to die intro talking about majority vote to introduce the thematic of my game but I'll do that later
>Being lost in the mountains was done interestingly in Remember11
I don't know this game, I'll look into it.
>From the little that is present here, you don't seem to be a very good writer.
I'm learning while I'm making the game, it's fun :^)
>My favorite part was actually the character portraits, despite them being unexpressive.
Sheers!
thank you so much for the review broski
The game is very fun, it doesn't need to have cool detailled sprites, i'm sure you could do a nice game with some basic art done by yourself, the turret system is nice to have, maybe focusing on that could help differentiate your game from vampire survivors.
How did you do the trick that the game goes auto full screen when you first click? I want that for my game.
I'd love to have some atmospheric walking sessions in between the dialogs, like you have in your game, but I don't have time for that as of right now... I'll wait for streamers to find spelling errors because my internet friends aren't skilled enough in English to correct me. Thx for the in depth feedback. Ovidius will be checked out.
Never thought of a combo system but I think you may be right when you say this is a good tool for the player to have fun. The shield & dash are in fact worthless right now, but I'm planning to put a lot of upgrade for them once you level up, like making your next attack more powerful after blocking an enemy attack, or reseting the dash if you kill an enemy after dashing, stuff like that.