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(+3)

This feel like the level design and the objective go Against the selling point of the game(greatly). Items were hard to spot and slowing down felt wrong doing so. The first level was fun to move around, but the objectives were killjoy, the second level felt like funs were taken away.

Overall, the game is looks undeniably polished, and I know that, the game balance isn't something to expect from a fresh build. If there will be an improvement, I would really like to look forward to it.

Thank you for playing! Sad it didn't work out as we hoped, but we really appreciate your honest criticism! This would be super helpful in improving the game.

I've been trying to process what has gone wrong for a while, and I think I am understanding it now. It's probably the discrepancy between wanting to go fast (for fun) and needing to go slow (objective) in the same game, and causing conflicts with each other. (The sonic problem?) I'll admit that the second level is probably the worst offender, given how it's laid out and how random items are placed.

Not sure how to fix that right now, but I do see quite a lot of avenues we could take. Maybe doing minimap / placing crazy taxi style effect around items / or spread them out more (have you tried level 3 that might feel better? yet it's quite difficult).

Anyway, thanks again for the comments, and I do hope you still had a great time playing our game regardless!