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(+1)

Thank you so much for the detailed feedback and the kind words!!

And absolutely no worries at all, feedback is very precious to me because it’s the only way I can make things better!!

Regarding the jump in this demo, yes it’s quite snappy but not very satisfying, and a number of people have expressed that same feeling, it’s overhauled entirely in the new demo where things are both faster and jumps launch you much higher! And it feels more physics appropriate in my opinion. Definitely also want to implement a ghost trailing effect as you say.

Regarding the time between obstacles and getting to the wallrunning, you’re 100% right, the way I set this demo up is kinda weird cause it smushed all these moves into a single level as more of a tech demo to show them all off than to actually be “game-y” if that makes sense. In the actual story mode the mechanics would be introduced one at a time with cinematics and story moments etc between levels and all that to explain better.

And apologies for the confusion with the wallrun input! Yes it requires the button to be held down (either left mouse button or the trigger on the controller) as I wanted it to feel like you’re gripping onto the wall as part of the wallrunning, but the tutorials are also another thing I want to replace entirely and make more naturally flowing without stopping the gameplay and pausing the music etc.

Regarding the sound, good news as I just hired a composer/audio director who knows much more about how to mix and master sound and record things properly than I do, thank god!! :D

Thanks again for the feedback and I’d love to see your feedback on the next demo! (hopefully out by end of August)