The game goes on about explicit interactions and making games more creative while seemingly forgetting very important game designs. Like camera sensitivity, camera angles, the enemy hitboxes, and color. And where's the platinum trophy? Another indie game that tries too hard to be brilliant falls flat on its face.

Reviewed on Jan 23, 2024


5 Comments


3 months ago

I don’t necessarily think it was trying to be a big hit. It really does just feel like someone wanted to make their essay into a little game to demonstrate some points better. It does fall flat either way, and as you said some angles of the essay are kinda weakened by how bad the actual game is.

3 months ago

@PolarDraws Yeah, if I knew this many people would be interested in it, I'd put more effort into it. There's no reason not to update and try to improve the project. I think the camera and aim assist are the two biggest problems in the current gameplay. Could you tell me what else you think could be better for the controls? It'd be a huge help.

Regardless, thanks for your interest in the project.

3 months ago

@Frank_L I didn’t expect to see you here I’ll be honest. I loved the essay side of it, and the ideas presented. I think a big issue for the game right now is how slippery the character feels. I think moving around should be a bit stiffer.
Also though it isn’t control related in my playthrough I was able to skip a number of segments including the boss fight because of holes in walls and climbing. Just thought you should know. I’d love for this to be improved upon, I think it has a lot of potential. I really liked the hoverboard controls though I think they should be mapped to a button (or at least it should be clarified you need to shake the controller to activate it, I don’t remember being told that).
Good luck in updating it! I’ll keep my eye out and up my rating of it if it keeps getting improved. Making a game is hard, so good job with what’s here so far!

3 months ago

@PolarDraws thanks for the response, this is golden info for me. I was aware of the issue with the collisions, and hopefully, the next patch will address all of them. Although it's also not related to the controls, I think the tutorials could be a bit better, right? Did you have any problems figuring out how the combat works or something like that at the start of the game?

The game does mention that you have to shake the controller to activate the hoverboard, but I can increase the duration of which the text is on screen or something like that. I'll also try to work on the character movement, as you mentioned.

Thanks a lot for the support! I haven't released a trailer for the project yet, so addressing these issues beforehand would be great - if you have any other criticisms or suggestions, please let me know.

3 months ago

@Frank_L I do think the tutorials worked, they were very simple but they are sufficient at least for me. Maybe you could expand them a bit? Put some sort of indicator down at early sections that show new gameplay (like when showing jumping maybe put symbols where it wants you to jump?)
I think the early combat encounters could be slower, I’d say the most difficulty I had in a combat encounter was the first one again several enemies. That was probably where tutorials needed work most- maybe start by having targets to shoot?