I have a particularly pernicious dislike of games that include a 'run' button, that you have to hold constantly, for the sole purpose of making your hand sore. At the least, communicate that it's a hold. I would change that to tap, unless there's a reason the user should need to hold the button down. It took me some trying to figure out I had to hold the mouse button to pick something up. The voxel explosions in combat were very satisfying.Īlthough I did enjoy the demo and I like where it's going, I did have a number of issues with the controls and balance of the game. This is definitely a setting that can be used to tell an interesting story. I really enjoy the immediate impact of the look and feel of the game. I think you could do with tutorialising the 'run' button earlier, and the game feels like it's only one good solid hook away from being really great. The visual style is really charming, and I especially like the lighting you have in the very very first area from the monitors. I didn't get quite out of the map, but I could get close, by vertically ascending with them. It's possible to jump off the power cables when you're holding them, even if you're already in the air jumping. It'd communicate better which way the pads will shoot you, and I'm of the mind that more unity physics cubes always makes a game cooler. That is, the cubes spawn and then will fly in the trajectory the player will move should they land on the pad. On that note, I think it'd be really cool if, on jump pads that are at an angle, the cubes they spawn get set with the momentum the jump pad gives the player. It'd help give users a sense of short-term progression through individual rooms, and it'd have a neat juxtaposition of the really clean puzzle rooms by having a bunch of tiny physics cubes scattered disorderly over the place. If performance isn't a huge issue, consider keeping the cubes around for way longer. I think the enemies exploding, generating cubes, is the most satisfying aspect of the game. Testing services: iBetaTest (iOS), Zubhium (Android), and The Beta Family (iOS/Android) Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! ![]() Post a link to a playable version of your game or demoĭo NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! But some people choose to provide more feedback and we encourage that, okay? You do want to express yourself, don't you? Suggestion - if you post a game, try and leave feedback for at least one other game! Look, we want you to express yourself, okay? Now if you feel that the bare minimum is enough, then okay. Post your games/demos/builds and give each other feedback! Let's all do our best to give useful feedback to the devs, with the amount of work they've put in they deserve to get something back. It's Friday, so take a break and play some games!
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