Hey guys, just played V0.2.2 and the graphics have improved so much since last time. The movement of the camera is a lot smoother and feels just right, rather than being too fast or too slow. Good clear puzzles and I love the creepy factor of the statues facing the player at the end.
One major issue I was having is that build V0.2.2 kept crashing on me and I must've attempted 10+ times and I never seemed to get past the tutorial room, and sometimes it would crash as soon as I opened the application. However, it was still enjoyable watching it through someone else's screen who was able to get it working, that's how I was able to see the ending of the current build.
Thanks so much for taking the time to play another build! Really strange the build kept crashing, it didn't on any of our testing, but we do think we know what the issue is, so will put a build out in the next day or 2 and would love for you to give it another try :)
What I liked: After reading previous feedback and now having played it, theres clearly been some great improvements the sword and slicing is much snappier which was fun! The progression I though was pretty clear. The movement is faster which felt nice and the animations are nice and snappy too! Puzzles were easy to understand.
What I think can be improved: SO only a couple little things.
> When I had to cut the chains holding the crate in the air, they we're glowing red which although I could cut them is inconsistent with everything else.
> The final puzzle could be improved by speeding up the spinning animations.
> Another puzzle which involves more lateral thinking would be cool. The main mechanic feels nice and it would be fun to be tested in a few more interesting ways.
> This could be just me, but the inverted y felt strange was much more fun once changed.
overall impression:
Visually impressive with some great visual effects a well crafted mechanic with clear functionality! Something else to challenge the player more would be fun and maybe make the playspace a little brighter. Great job guys!
I have written quite a lot based on my most recent play-through. I also recorded myself playing so you can watch through the video and see for yourself what I discuss here.
I played through with controller this time and must say that the movement and camera control did feel a lot better than when I previously played. Having the option to invert the X & Y really does make a difference. I did have a few issues with the camera sporadically moving on its own.
I really enjoy the transition from the menu screen into the game! Once in the game, I feel that the tutorial for slicing could be more relevant to the progression of the game. Puzzles later in the game require me to disable power supplies or slice objects to reveal keys. I feel that you should incorporate this into the tutorial at the beginning also as slicing two boxes for the sake of learning disconnects me from the world and doesn’t really make much sense to me. (I would maybe make the player slice a power supply to disable the lasers – I feel that just one slice would be enough for this, as the player is required to slice through the doorway anyways.)
I had an issue at the beginning where when I used the controller to pause the game and change my settings, then unpaused, the tutorial had gone, and I was unable to slice using the controller. It seemed to be resolved after I opened the menu with the keyboard and mouse and then closed it again.
I enjoy the elevators! They look cool; however, I did have a few issues with them. When trying to walk off the elevator it seems that the player gets a little stuck. The player is also unable to jump while on the elevator but I’m unsure if that was intentional. I’d like to be able to jump while on the elevator.
I also managed to get stuck in a few strange places (the platform that the first elevator brings you to, and the power supply that drops the first bridge – the first time that I got stuck I had to restart the game, the second time, which was on the power supply, I managed to move off of it after a few seconds.
Much like the elevators, the chains look cool! However, I’m unsure what their purpose is in the earlier areas. I’m not sure if I was supposed to be able to, but I managed to just walk right through them. I did like how they were used later in the game to hold up the block which blocks the fire, I feel like using them for more of this type of puzzle would be good.
I was able to slice the orb containing the green card whilst standing next to the key reader and without the orb itself even being visible. I myself knew what to do having played it once before, but if someone new were to do the same, they might get a little confused as to what just happened.
I really enjoyed the puzzle with the moving and rotating boxes! Solid puzzle that.
In the final room, I managed to get to the final orb without really being sure what I’d done. I think I might’ve cheesed it. For the final puzzle in the last room, using the slice mechanic to rotate the blocks doesn’t make sense to me. Up until now, I’ve been using the slicing mechanic to destroy things, and now I’m suddenly using it to rotate blocks. The puzzle itself is nice, however, I think that you should consider using another method to rotate the blocks (maybe by just having the player look at a selected block and pressing a button such as ‘A’)
I am a fan of the visual elements of the game, there are a lot of things that made me go "OoOoOh" or "AaAaaH". I do feel like there could be more that signifies that the environment that the player is in is that of a testing facility as it does read that, but it also slightly reminds me of the interior of a spacecraft or a futuristic warehouse (?) Maybe more screens with previous test results or running diagnostics etc. Not essential, but good for world building and improving the overall experience.
The game has come a long way since I last seen it, so well-done guys! I’m excited to see what else you produce, keep up the good work!
Really enjoyed playing the game. The lighting scheme and colour scheme is on point. It was not hard to understand the goals to achieve and the mini game on the pc was a great idea and quite fun. However had a pretty hard time with the mouse/camera control. But overall the game looks super great and I had fun playing it
Just finished playing version 0.1.1. Great work guys, such a great way to transition straight into the game play. Overall the AI and asset design does feel very polished and the slight glow on the fire and some textures really gives it a futuristic feel.
With the camera, it's great to see that you've implemented choice to change the x and y axis, as well as the sensititivty, however, I felt that when I was choosing a sensititivty there wasn't one I was super comfortable using, it was either slightly too fast or slightly too slow. Moving the camera was also a little jerky sometimes when spinning it around the charatcer.
The slicing mechanic was super fun to play around with and I found joy in slicing up objects that didn't need to be sliced, it was a nice touch to slow down the camera during slicing.
One problem I did find it that the game crashed on me a couple of times, especially during the room where I had to find the purple key. It happened after I ran into the fire and respawned. That and if the text above key card machines and the CCTV view are aligned on screen the text goes behind the screen, despite being physically closer to the player.
Other than that, great polished game so far and I can't wait to see it with more juice and animations! Brilliant job guys!
Finished playing through the available content. The idea of cutting through stuff is not entirely new but I think there's a lot of potential. The game is rather short right now and there's not much to the puzzles that are there, but I still want to provide some feedback:
- The cutting is awkward and slow. I would like to be able to start and stop cutting within a second or so. I think it would feel better and more responsive.
- Many of the animations take far longer than I would like. The screens saying "card accepted" is a good example.
- The puzzles were simple but took me a while to figure out initially. I enjoyed them for what they were.
- The puzzle that you do on the computer screen takes longer than it should because of how long it takes the box to move between rooms. (squeezing in and out)
- I had trouble with the camera because the movement was inverted. More of a personal issue though.
Really appreciate the extremely valuable feedback! We hope to address all of theses issues in the next playable build and will reach out when it's released, we'd love to have you give it another go!
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Hey guys, just played V0.2.2 and the graphics have improved so much since last time. The movement of the camera is a lot smoother and feels just right, rather than being too fast or too slow. Good clear puzzles and I love the creepy factor of the statues facing the player at the end.
One major issue I was having is that build V0.2.2 kept crashing on me and I must've attempted 10+ times and I never seemed to get past the tutorial room, and sometimes it would crash as soon as I opened the application. However, it was still enjoyable watching it through someone else's screen who was able to get it working, that's how I was able to see the ending of the current build.
Hey Nic!
Thanks so much for taking the time to play another build! Really strange the build kept crashing, it didn't on any of our testing, but we do think we know what the issue is, so will put a build out in the next day or 2 and would love for you to give it another try :)
Yeah I'd happily give it another go, look forward to the update!
HI guys! So
What I liked: After reading previous feedback and now having played it, theres clearly been some great improvements the sword and slicing is much snappier which was fun! The progression I though was pretty clear. The movement is faster which felt nice and the animations are nice and snappy too! Puzzles were easy to understand.
What I think can be improved: SO only a couple little things.
> When I had to cut the chains holding the crate in the air, they we're glowing red which although I could cut them is inconsistent with everything else.
> The final puzzle could be improved by speeding up the spinning animations.
> Another puzzle which involves more lateral thinking would be cool. The main mechanic feels nice and it would be fun to be tested in a few more interesting ways.
> This could be just me, but the inverted y felt strange was much more fun once changed.
overall impression:
Visually impressive with some great visual effects a well crafted mechanic with clear functionality! Something else to challenge the player more would be fun and maybe make the playspace a little brighter. Great job guys!
I have written quite a lot based on my most recent play-through. I also recorded myself playing so you can watch through the video and see for yourself what I discuss here.
I played through with controller this time and must say that the movement and camera control did feel a lot better than when I previously played. Having the option to invert the X & Y really does make a difference. I did have a few issues with the camera sporadically moving on its own.
I really enjoy the transition from the menu screen into the game! Once in the game, I feel that the tutorial for slicing could be more relevant to the progression of the game. Puzzles later in the game require me to disable power supplies or slice objects to reveal keys. I feel that you should incorporate this into the tutorial at the beginning also as slicing two boxes for the sake of learning disconnects me from the world and doesn’t really make much sense to me. (I would maybe make the player slice a power supply to disable the lasers – I feel that just one slice would be enough for this, as the player is required to slice through the doorway anyways.)
I had an issue at the beginning where when I used the controller to pause the game and change my settings, then unpaused, the tutorial had gone, and I was unable to slice using the controller. It seemed to be resolved after I opened the menu with the keyboard and mouse and then closed it again.
I enjoy the elevators! They look cool; however, I did have a few issues with them. When trying to walk off the elevator it seems that the player gets a little stuck. The player is also unable to jump while on the elevator but I’m unsure if that was intentional. I’d like to be able to jump while on the elevator.
I also managed to get stuck in a few strange places (the platform that the first elevator brings you to, and the power supply that drops the first bridge – the first time that I got stuck I had to restart the game, the second time, which was on the power supply, I managed to move off of it after a few seconds.
Much like the elevators, the chains look cool! However, I’m unsure what their purpose is in the earlier areas. I’m not sure if I was supposed to be able to, but I managed to just walk right through them. I did like how they were used later in the game to hold up the block which blocks the fire, I feel like using them for more of this type of puzzle would be good.
I was able to slice the orb containing the green card whilst standing next to the key reader and without the orb itself even being visible. I myself knew what to do having played it once before, but if someone new were to do the same, they might get a little confused as to what just happened.
I really enjoyed the puzzle with the moving and rotating boxes! Solid puzzle that.
In the final room, I managed to get to the final orb without really being sure what I’d done. I think I might’ve cheesed it. For the final puzzle in the last room, using the slice mechanic to rotate the blocks doesn’t make sense to me. Up until now, I’ve been using the slicing mechanic to destroy things, and now I’m suddenly using it to rotate blocks. The puzzle itself is nice, however, I think that you should consider using another method to rotate the blocks (maybe by just having the player look at a selected block and pressing a button such as ‘A’)
I am a fan of the visual elements of the game, there are a lot of things that made me go "OoOoOh" or "AaAaaH". I do feel like there could be more that signifies that the environment that the player is in is that of a testing facility as it does read that, but it also slightly reminds me of the interior of a spacecraft or a futuristic warehouse (?) Maybe more screens with previous test results or running diagnostics etc. Not essential, but good for world building and improving the overall experience.
The game has come a long way since I last seen it, so well-done guys! I’m excited to see what else you produce, keep up the good work!
Really enjoyed playing the game. The lighting scheme and colour scheme is on point. It was not hard to understand the goals to achieve and the mini game on the pc was a great idea and quite fun. However had a pretty hard time with the mouse/camera control. But overall the game looks super great and I had fun playing it
Just finished playing version 0.1.1. Great work guys, such a great way to transition straight into the game play. Overall the AI and asset design does feel very polished and the slight glow on the fire and some textures really gives it a futuristic feel.
With the camera, it's great to see that you've implemented choice to change the x and y axis, as well as the sensititivty, however, I felt that when I was choosing a sensititivty there wasn't one I was super comfortable using, it was either slightly too fast or slightly too slow. Moving the camera was also a little jerky sometimes when spinning it around the charatcer.
The slicing mechanic was super fun to play around with and I found joy in slicing up objects that didn't need to be sliced, it was a nice touch to slow down the camera during slicing.
One problem I did find it that the game crashed on me a couple of times, especially during the room where I had to find the purple key. It happened after I ran into the fire and respawned. That and if the text above key card machines and the CCTV view are aligned on screen the text goes behind the screen, despite being physically closer to the player.
Other than that, great polished game so far and I can't wait to see it with more juice and animations! Brilliant job guys!
Finished playing through the available content. The idea of cutting through stuff is not entirely new but I think there's a lot of potential. The game is rather short right now and there's not much to the puzzles that are there, but I still want to provide some feedback:
- The cutting is awkward and slow. I would like to be able to start and stop cutting within a second or so. I think it would feel better and more responsive.
- Many of the animations take far longer than I would like. The screens saying "card accepted" is a good example.
- The puzzles were simple but took me a while to figure out initially. I enjoyed them for what they were.
- The puzzle that you do on the computer screen takes longer than it should because of how long it takes the box to move between rooms. (squeezing in and out)
- I had trouble with the camera because the movement was inverted. More of a personal issue though.
Hi Baconation!
Really appreciate the extremely valuable feedback! We hope to address all of theses issues in the next playable build and will reach out when it's released, we'd love to have you give it another go!