2. How does player movement and camera movement feel?
Player movement is fine but holding the mouse button down to move the camera was something I had to take a second to get used to. I tried climbing the obelisks Spider-Man style, which worked for the first one, but I wasn't able to get to the top of the second and, of course, the third. I wanted a vantage point. Is that a bug or a feature, or is it just a piece of decoration?
3. General things you like?
I liked the movement speed of the character, though the amount of open space with little to do made it kind of sluggish.
4. General things you don't like?
Again, that there was little to do other than explore. I don't like that I can Spider-Man climb the obelisks but not get far. That's really just a small gripe, though.
5. What do you wish the game did?
Honestly, I didn't see the big bad. I am not sure what I was doing wrong, but it just never showed up. I wish it did because it would have been nice to see if there was an end screen and how the chase worked in this game.
6. General reaction/comments?
It was good, but there was little else to do than jump up the obelisks from what I saw. I think once you add more of your vision in, that will change, though.
1. How does the world feel? Sparse, needs more work on the visual style to create a sense of time period and location.
2. How does player movement and camera movement feel? Camera is locked in one direction, so currently, it doesn't feel very good. You can be attacked from all angles, but can only see in one direction.
3. General things you like? There's potential for this game to go in a lot of directions.
4. General things you don't like? I don't feel like I have enough of a game to critique.
The world feels large. Trees and hills do a good job of providing a sense of expanse.
2. How does player movement and camera movement feel?
Player speed feels a little slow. The camera feels "loose" to me; I would adjust with free look while walking up or down a hill and the camera ended up pointing too far up or too far down.
3. General things you like?
Bad guy's particle effects do a reasonable job at creating tension. I like that the world feels expansive.
4. General things you don't like?
I wish the bad guy wasn't present right away. I wanted to explore a bit more but felt pressured to rush.
It was also unclear at time which hills were too steep to climb. While fleeing from the bad guy I ran right into a hill. I tried jumping up the hill but slid back down and was killed.
5. What do you wish the game did?
First and foremost, I would have played through more if the game had a reset button. I force-closed after each death.
The floor needs some kind of texturing to denote steepness.
I felt like I was gliding along at a strangely consistent pace. Perhaps the player should accelerate down hills and slow climbing them? I would also like overall speed to be a little higher.
Sound will do a lot for the atmosphere.
6. General reaction/comments?
The world is a great start. Hopefully the bad guy will be paced a bit. I currently feel like I'm fighting the camera a little bit.
Seems simple, but could work. Though it's not clear how the world would guide the player to the puzzles, if that's expected.
2. How does player movement and camera movement feel?
Seeing as I was always using the free-look controls, I would consider making that the default. Some terrain was too steep to traverse, but it isn't clear to the player what they can expect to traverse.
3. General things you like?
The game had a goal and lose-condition. Though it doesn't appear to have a win condition as nothing happened when I reached the lake. The big baddie particle effects are a good way of signaling it being close.
4. General things you don't like?
Being caught by the big baddie appears to lock the game. No win condition implemented as far as I can tell.
5. What do you wish the game did?
See things I didn't like above.
Had sound!
6. General reaction/comments?
If the goal is to outrun a single enemy, thinking of how to make traversal more interesting could go a long way.
World: I liked the aesthetic of the world overall. I would expect there to be a bit more to it later, but it looks good so far!
Movement: The movement was pretty intuitive. I wasn't a huge fan of the camera movement, and would get sme weird zoom stuff going on.
I enjoyed just traipsing around and climbing the white towers. Because I was at the top of one when the baddie got me, I never saw him and was very confused as to why I fell. Overall, it was a neat world to play around in.
A bit more direction would be nice however, I wasn't quite sure what to 'do' with myself
The world felt nice and calming up until particles showed up and I died from Enderman.
2. How does player movement and camera movement feel?
Add a sprint.
3. General things you like?
The thing that killed me out of nowhere. The indication it was coming actually made me think that you guys put in particles for the grass blowing and I thought that was a nice touch until that isn't what that was. Actually scared me a little bit. Which is good.
For the most part, it feels fine. The fluid nature of the world sometimes makes it confusing whether or not the player can go up a slope. Maybe making the path of travel more clear could help with navigation.
2. How does player movement and camera movement feel?
Player movement feels fine. A zoom function on the camera could help with some of the awkward automatic changes when going up and down slopes.
3. General things you like?
The big black enemy already has a menacing feel to it, and the particle effects around it are pretty cool.
4. General things you don't like?
There isn't a clear direction for the character to go. I can see all the puzzles, but I'm not sure where the enemy is coming from in the beginning, or where the lake is. Maybe a minimap could help with this?
5. What do you wish the game did?
I wish the game would guide the player along a certain path. This path doesn't have to be linear, but at least in a general direction.
6. General reaction/comments?
I'm curious to see the puzzles, and how the monster will move while the player is trying to solve the puzzles. I'm also curious if lighting could play an element in guiding the player.
World is fine, lot of forest, would like to see different landscapes.
2. How does player movement and camera movement feel?
Player moves fine, camera movement is a little fast and when you rotate completely around to face the player, it instead zooms in to the front of the player instead of being like a sphere around the player.
3. General things you like?
Idea seems cool, just gotta add more which will happen as development progresses.
4. General things you don't like? Cool models for the player would be nice.
I like the vibe of the forest so far. I think it would be even better with the right lighting.
2. How does player movement and camera movement feel?
I liked the player movement. It felt smooth. I did have some trouble with the camera using a trackpad and I think it might have been easier to spot the monster if it was tied to the mouse.
3. General things you like?
The level design so far and I like the PC (pickle character)
4. General things you don't like?
I had no clue the monster was close to me until I was dead
5. What do you wish the game did?
I wish there was some sort of audio cue that the monster was nearby
I like the vibe it gives so far, I'm sure as development continues the aesthetics will too. However, I'm concerned that without solid direction for the player it might be easy to get lost in the big space.
2. How does player movement and camera movement feel?
Feels fine.
3-6. I think one way that the player could sense the monster is through sound. Maybe generally the only sound ambiance is wind, but the wind frequency/sound could change slightly as the big baddie gets closer. I did like the particle effects that were present already. I was confused as if the game is going to be closer to outlast or dead by daylight where you're just always on the run and hiding or if there will be more head on conflict. I expect that I only have this feeling since it's the first playtest and my confusion might fade as development progresses, but it may be worth it for your team to address this question.
It feels alive. The grass is nice, the trees add a lot to the environment and I can't wait to see more from you guys.
2. How does player movement and camera movement feel?
The movement is nice. I like the speed of the character. The jumping has a real nice hangtime that makes it quite enjoyable. The camera is also really nice and I like using the right click to move it.
3. General things you like?
The jumping and speed of the character are the best so far.
4. General things you don't like?
I was unclear on how to evade the large "monster"? But I'm sure that will become more clear as the game progresses.
5. What do you wish the game did?
I can't wait to see the puzzles.
6. General reaction/comments?
The movement again is great, and I hope that the game incorporates it more in the future.
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Comments
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1. How does the world feel?
The world feels open but empty.
2. How does player movement and camera movement feel?
Player movement is fine but holding the mouse button down to move the camera was something I had to take a second to get used to. I tried climbing the obelisks Spider-Man style, which worked for the first one, but I wasn't able to get to the top of the second and, of course, the third. I wanted a vantage point. Is that a bug or a feature, or is it just a piece of decoration?
3. General things you like?
I liked the movement speed of the character, though the amount of open space with little to do made it kind of sluggish.
4. General things you don't like?
Again, that there was little to do other than explore. I don't like that I can Spider-Man climb the obelisks but not get far. That's really just a small gripe, though.
5. What do you wish the game did?
Honestly, I didn't see the big bad. I am not sure what I was doing wrong, but it just never showed up. I wish it did because it would have been nice to see if there was an end screen and how the chase worked in this game.
6. General reaction/comments?
It was good, but there was little else to do than jump up the obelisks from what I saw. I think once you add more of your vision in, that will change, though.
Eric
1. How does the world feel?
Sparse, needs more work on the visual style to create a sense of time period and location.
2. How does player movement and camera movement feel?
Camera is locked in one direction, so currently, it doesn't feel very good. You can be attacked from all angles, but can only see in one direction.
3. General things you like?
There's potential for this game to go in a lot of directions.
4. General things you don't like?
I don't feel like I have enough of a game to critique.
5. What do you wish the game did?
6. General reaction/comments?
I like the particle fx on the baddie.
For controls, would be nice if all mouse movement controlled the camera, not just when holding right click.
1. How does the world feel?
The world feels large. Trees and hills do a good job of providing a sense of expanse.
2. How does player movement and camera movement feel?
Player speed feels a little slow. The camera feels "loose" to me; I would adjust with free look while walking up or down a hill and the camera ended up pointing too far up or too far down.
3. General things you like?
Bad guy's particle effects do a reasonable job at creating tension. I like that the world feels expansive.
4. General things you don't like?
I wish the bad guy wasn't present right away. I wanted to explore a bit more but felt pressured to rush.
It was also unclear at time which hills were too steep to climb. While fleeing from the bad guy I ran right into a hill. I tried jumping up the hill but slid back down and was killed.
5. What do you wish the game did?
First and foremost, I would have played through more if the game had a reset button. I force-closed after each death.
The floor needs some kind of texturing to denote steepness.
I felt like I was gliding along at a strangely consistent pace. Perhaps the player should accelerate down hills and slow climbing them? I would also like overall speed to be a little higher.
Sound will do a lot for the atmosphere.
6. General reaction/comments?
The world is a great start. Hopefully the bad guy will be paced a bit. I currently feel like I'm fighting the camera a little bit.
1. How does the world feel?
Seems simple, but could work. Though it's not clear how the world would guide the player to the puzzles, if that's expected.
2. How does player movement and camera movement feel?
Seeing as I was always using the free-look controls, I would consider making that the default. Some terrain was too steep to traverse, but it isn't clear to the player what they can expect to traverse.
3. General things you like?
The game had a goal and lose-condition. Though it doesn't appear to have a win condition as nothing happened when I reached the lake. The big baddie particle effects are a good way of signaling it being close.
4. General things you don't like?
Being caught by the big baddie appears to lock the game. No win condition implemented as far as I can tell.
5. What do you wish the game did?
See things I didn't like above.
Had sound!
6. General reaction/comments?
If the goal is to outrun a single enemy, thinking of how to make traversal more interesting could go a long way.
1. How does the world feel?
- It looks beautiful now. I'm guessing there are going to be more additions as the game development progresses and it would look even nicer.
2. How does player movement and camera movement feel?
- It felt good. Camera movement could improve. The camera really zooms in when you go downhill and it's hard to see where you're heading.
3. General things you like?
- Apart from the aesthetics, I like how particles indicated the baddie approaching. I thought that was really cool.
4. General things you don't like?
- Personally, I didn't like having to click and hold the right button to look around. I would've preferred it with just the movement of the mouse.
5. What do you wish the game did?
- Wish it gave me clear directions.
6. General reaction/comments?
- Excited to see how the game development progresses!
World: I liked the aesthetic of the world overall. I would expect there to be a bit more to it later, but it looks good so far!
Movement: The movement was pretty intuitive. I wasn't a huge fan of the camera movement, and would get sme weird zoom stuff going on.
I enjoyed just traipsing around and climbing the white towers. Because I was at the top of one when the baddie got me, I never saw him and was very confused as to why I fell. Overall, it was a neat world to play around in.
A bit more direction would be nice however, I wasn't quite sure what to 'do' with myself
1. How does the world feel?
The world felt nice and calming up until particles showed up and I died from Enderman.
2. How does player movement and camera movement feel?
Add a sprint.
3. General things you like?
The thing that killed me out of nowhere. The indication it was coming actually made me think that you guys put in particles for the grass blowing and I thought that was a nice touch until that isn't what that was. Actually scared me a little bit. Which is good.
4. General things you don't like?
The thing that killed me.
5. What do you wish the game did?
Some guidance.
1. How does the world feel?
For the most part, it feels fine. The fluid nature of the world sometimes makes it confusing whether or not the player can go up a slope. Maybe making the path of travel more clear could help with navigation.
2. How does player movement and camera movement feel?
Player movement feels fine. A zoom function on the camera could help with some of the awkward automatic changes when going up and down slopes.
3. General things you like?
The big black enemy already has a menacing feel to it, and the particle effects around it are pretty cool.
4. General things you don't like?
There isn't a clear direction for the character to go. I can see all the puzzles, but I'm not sure where the enemy is coming from in the beginning, or where the lake is. Maybe a minimap could help with this?
5. What do you wish the game did?
I wish the game would guide the player along a certain path. This path doesn't have to be linear, but at least in a general direction.
6. General reaction/comments?
I'm curious to see the puzzles, and how the monster will move while the player is trying to solve the puzzles. I'm also curious if lighting could play an element in guiding the player.
1. How does the world feel?
World is fine, lot of forest, would like to see different landscapes.
2. How does player movement and camera movement feel?
Player moves fine, camera movement is a little fast and when you rotate completely around to face the player, it instead zooms in to the front of the player instead of being like a sphere around the player.
3. General things you like?
Idea seems cool, just gotta add more which will happen as development progresses.
4. General things you don't like?
Cool models for the player would be nice.
5. What do you wish the game did?
Sound for the monster.
6. General reaction/comments?
Good base, it'll be cool to see where it goes.
1. How does the world feel?
I like the vibe of the forest so far. I think it would be even better with the right lighting.
2. How does player movement and camera movement feel?
I liked the player movement. It felt smooth. I did have some trouble with the camera using a trackpad and I think it might have been easier to spot the monster if it was tied to the mouse.
3. General things you like?
The level design so far and I like the PC (pickle character)
4. General things you don't like?
I had no clue the monster was close to me until I was dead
5. What do you wish the game did?
I wish there was some sort of audio cue that the monster was nearby
6. General reaction/comments?
I'm excited to see how things develop from here!
1. How does the world feel?
I like the vibe it gives so far, I'm sure as development continues the aesthetics will too. However, I'm concerned that without solid direction for the player it might be easy to get lost in the big space.
2. How does player movement and camera movement feel?
Feels fine.
3-6. I think one way that the player could sense the monster is through sound. Maybe generally the only sound ambiance is wind, but the wind frequency/sound could change slightly as the big baddie gets closer. I did like the particle effects that were present already. I was confused as if the game is going to be closer to outlast or dead by daylight where you're just always on the run and hiding or if there will be more head on conflict. I expect that I only have this feeling since it's the first playtest and my confusion might fade as development progresses, but it may be worth it for your team to address this question.
1. How does the world feel?
It feels alive. The grass is nice, the trees add a lot to the environment and I can't wait to see more from you guys.
2. How does player movement and camera movement feel?
The movement is nice. I like the speed of the character. The jumping has a real nice hangtime that makes it quite enjoyable. The camera is also really nice and I like using the right click to move it.
3. General things you like?
The jumping and speed of the character are the best so far.
4. General things you don't like?
I was unclear on how to evade the large "monster"? But I'm sure that will become more clear as the game progresses.
5. What do you wish the game did?
I can't wait to see the puzzles.
6. General reaction/comments?
The movement again is great, and I hope that the game incorporates it more in the future.
1. How does the world feel?
Looks great, very beautiful and pleasing.
2. How does player movement and camera movement feel?
Movement is sooth. Camera movement feels very natural. I really like the use of right button to control player's perspective.
3. General things you like?
The level design and the movement.
4. General things you don't like?
The big baddie kills me too quickly. I died without knowing why I was die.
5. What do you wish the game did?
More indications when the baddie is approaching me
6. General reaction/comments?
I think the game will be much more interesting when puzzles are added. I am looking forward to see the complete game.