Hey so i came from the video on yt. Don't know how relevant this is going to be, since you said that there's going to be a new demo. In my experience the jump felt weird like he's just teleporting up and it doesn't seem fully intentional. I do understand the need for it to be snappy but maybe there could be a little bit of "upwards time" or some sort of teleporting effect (like leaving a ghost behind and spawning in some particles). As for the intro it felt like there's too much time in between each of the tutorial steps and i really wanted to get to wall running as soon as possible as it seemed one of the most coolest moves. But when i finally got to it the message just said a or d to run on walls so i wasn't able to(I might have missed the initial message or something, later i checked itch and saw that you need to press mouse button). The overall aesthetic and visuals are great. It really feels unique and like it's own world. What does make it feel a bit cheep are that voice sounds a bit too isolated and not within a space if that makes any sense? Don't want to be very harsh critic here because overall you've done a great job. Hope some of it is of any use.
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)
Really great job on the aesthetic! The game is stunning, and the animation synced to the beat work realy well.
I also like the game-design and the simplicity of the concept. Although I had a bit of difficulty to really get into it. Maybe because the game ran at 30fps, or because there was a slight delay, I never had really the satisfaction of doing action on the beat. Even though I had a "perfect", it felt that it was missing something, like a sound effect or a flash. Idk, when I see the game in video everything seems there for it to work, but once in hand, it's different. (again, maybe it's because of the 30fps, I know that it can change the feeling a lot)
Also the level-design was a bit confusing when I started to walk on wall. I wasn't sure what was the optimal path, it was a bit too open, and I had diffiulty jumping from one wall to another. In the end I felt, couldn't get back up, and what was supposed to be a "final challenge" ended up a walk straight forward. :p
With all that being said, I still think this has the potential to be a really cool game! Its mechanics are simple but provide good challenge, its visuals and music make it feel like an intense running, and it's still satisfying to see everything synced to the beat (which is imho one of the hardest thing to pull up). I'm curious to see how it will progress! :)
Apologies for the incredibly long delay in getting back to you, but thank you so much for your detailed feedback and the kind words!!
And yes I agree with you, right now the beat input I think has promise but still doesn’t feel completely satisfying or have enough visual/audio/mechanical feedback to be acceptable. The frame-rate affecting the behavior is one almost definite issue to look into and I’m working through several game design ideas to help augment the existing system and really help nail that feeling of chaining parkour moves to the beat.
Regarding level design, yes the path in this demo is just a straight forward path and a lot of the tech I’ve been building these past few months has been to overhaul all that entirely, this video should help illustrate that:
Thanks again for the feedback and I’d love to hear your thoughts on the next version! Should be out by around end of August if everything goes according to plan!
I really liked this as a concept. I found it a bit hard to find the beat and move to it. this could be entirely because I am not good at finding the beat but I think maybe just slightly more of a visual hint to when the beat is happening could be nice even if it's just an option you toggle on in a menu or something. I really liked the music and the movement, art looks great as well. I did find it slightly hard to hear the voice-over in the opening cut scene, I think maybe subtitles could help. Overall I think it's a great concept and I'm excited to see how the project progresses!:)
Oh my gosh thank you so much for the detailed feedback and taking the time to try out the game!
You’re 100% on the money with all these points, have heard much the same feedback from other folks who have playtested it, and I’ve added them to a list of things to address for the next demo.
I think having a little helper droid that’s floating next to you and flashing to the beat (like in HiFi Rush) might be the thing that addresses the problem of picking up the beat. And of course making that an option so people can toggle it on and off.
Yeah the opening cutscene needs a ton of work, I’m probably going to revamp the whole thing, but the voice volume of that audio log needs to be bumped up a lot if nothing else. Subtitles are also a thing I definitely need to look into.
Once more, deeply appreciate the feedback and kind words, and look forward to hearing more of your thoughts as I continue development! :D
← Return to game
Comments
Log in with itch.io to leave a comment.
Hey so i came from the video on yt. Don't know how relevant this is going to be, since you said that there's going to be a new demo. In my experience the jump felt weird like he's just teleporting up and it doesn't seem fully intentional. I do understand the need for it to be snappy but maybe there could be a little bit of "upwards time" or some sort of teleporting effect (like leaving a ghost behind and spawning in some particles). As for the intro it felt like there's too much time in between each of the tutorial steps and i really wanted to get to wall running as soon as possible as it seemed one of the most coolest moves. But when i finally got to it the message just said a or d to run on walls so i wasn't able to(I might have missed the initial message or something, later i checked itch and saw that you need to press mouse button). The overall aesthetic and visuals are great. It really feels unique and like it's own world. What does make it feel a bit cheep are that voice sounds a bit too isolated and not within a space if that makes any sense? Don't want to be very harsh critic here because overall you've done a great job. Hope some of it is of any use.
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)
Really great job on the aesthetic! The game is stunning, and the animation synced to the beat work realy well.
I also like the game-design and the simplicity of the concept. Although I had a bit of difficulty to really get into it. Maybe because the game ran at 30fps, or because there was a slight delay, I never had really the satisfaction of doing action on the beat. Even though I had a "perfect", it felt that it was missing something, like a sound effect or a flash. Idk, when I see the game in video everything seems there for it to work, but once in hand, it's different. (again, maybe it's because of the 30fps, I know that it can change the feeling a lot)
Also the level-design was a bit confusing when I started to walk on wall. I wasn't sure what was the optimal path, it was a bit too open, and I had diffiulty jumping from one wall to another. In the end I felt, couldn't get back up, and what was supposed to be a "final challenge" ended up a walk straight forward. :p
With all that being said, I still think this has the potential to be a really cool game! Its mechanics are simple but provide good challenge, its visuals and music make it feel like an intense running, and it's still satisfying to see everything synced to the beat (which is imho one of the hardest thing to pull up). I'm curious to see how it will progress! :)
Apologies for the incredibly long delay in getting back to you, but thank you so much for your detailed feedback and the kind words!!
And yes I agree with you, right now the beat input I think has promise but still doesn’t feel completely satisfying or have enough visual/audio/mechanical feedback to be acceptable. The frame-rate affecting the behavior is one almost definite issue to look into and I’m working through several game design ideas to help augment the existing system and really help nail that feeling of chaining parkour moves to the beat.
Regarding level design, yes the path in this demo is just a straight forward path and a lot of the tech I’ve been building these past few months has been to overhaul all that entirely, this video should help illustrate that:
Thanks again for the feedback and I’d love to hear your thoughts on the next version! Should be out by around end of August if everything goes according to plan!
I really liked this as a concept. I found it a bit hard to find the beat and move to it. this could be entirely because I am not good at finding the beat but I think maybe just slightly more of a visual hint to when the beat is happening could be nice even if it's just an option you toggle on in a menu or something.
I really liked the music and the movement, art looks great as well.
I did find it slightly hard to hear the voice-over in the opening cut scene, I think maybe subtitles could help.
Overall I think it's a great concept and I'm excited to see how the project progresses!:)
Oh my gosh thank you so much for the detailed feedback and taking the time to try out the game!
You’re 100% on the money with all these points, have heard much the same feedback from other folks who have playtested it, and I’ve added them to a list of things to address for the next demo.
I think having a little helper droid that’s floating next to you and flashing to the beat (like in HiFi Rush) might be the thing that addresses the problem of picking up the beat. And of course making that an option so people can toggle it on and off.
Yeah the opening cutscene needs a ton of work, I’m probably going to revamp the whole thing, but the voice volume of that audio log needs to be bumped up a lot if nothing else. Subtitles are also a thing I definitely need to look into.
Once more, deeply appreciate the feedback and kind words, and look forward to hearing more of your thoughts as I continue development! :D
Looks like an interesting game, will check this work out!
Thanks so much!! Appreciate your time and any feedback you could provide! Actively working on the next demo right now :)