Nice sounds and visuals :). It's worth mentioning my five years old laptop could run it without any major problem. I second a visual cue for when you're about to die, perhaps an health bar slowly running out or something. I also feel another thing that could be added in the future without too much effort could be traps planted here and there, just an idea tho :P
I am happy to hear that. True at the moment only the sun indicates how much time left and the player can not see it all the time this is something that we defiantly have to improve on the next version. Witch is already in progress. Traps, yes I love programming them but more about them in the future.
Very nice! I really like the minimal aesthetic, and the audio was nice and crisp. Aside from the things you mentioned, I was only able to get a fuller story in exploration mode -- was that intentional?
I think a stronger indication that your time is drawing to a close would be beneficial; I felt like both the lose and win screens came up rather abruptly. I heard a growl at one point in the beginning -- the sand beast? Perhaps having more of those with greater frequency as time counts down would help.
Additionally, perhaps a slightly more forgiving hit box/collider/what have you for larger stones that only just poke out of the ground. My progress was impeded by what seemed to be inconsequential changes in height (for example, the stones that lead the path out to victory -- if you could walk over them rather than having to walk around them, I feel that would improve the experience).
Thank you so much for your feedback. It is originally meant to be a 10 minute long game but we realized we don't have enough gameplay and time to level design to fill up this amount of time. So we created two game modes one for the full story without the time limit and another which is survival.
Our audio guy Justino who is amazing. Created five different roars indicated from a different distance, but we have some clash with the singing and the monologues so we just add it that point in the current version. I agree about the screens at least a fade effect makes the transition softer.
It was originally smooth but after a couple playtests came up the idea to pus some obstacle there. What I definitely don't want to the obstacles cover the view to the sun so this is how end up like this but that part differently requires more consideration.
Thank you for your feedback we really appreciated.
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Nice sounds and visuals :). It's worth mentioning my five years old laptop could run it without any major problem. I second a visual cue for when you're about to die, perhaps an health bar slowly running out or something. I also feel another thing that could be added in the future without too much effort could be traps planted here and there, just an idea tho :P
I am happy to hear that. True at the moment only the sun indicates how much time left and the player can not see it all the time this is something that we defiantly have to improve on the next version. Witch is already in progress. Traps, yes I love programming them but more about them in the future.
Thank you for playing.
Very nice! I really like the minimal aesthetic, and the audio was nice and crisp. Aside from the things you mentioned, I was only able to get a fuller story in exploration mode -- was that intentional?
I think a stronger indication that your time is drawing to a close would be beneficial; I felt like both the lose and win screens came up rather abruptly. I heard a growl at one point in the beginning -- the sand beast? Perhaps having more of those with greater frequency as time counts down would help.
Additionally, perhaps a slightly more forgiving hit box/collider/what have you for larger stones that only just poke out of the ground. My progress was impeded by what seemed to be inconsequential changes in height (for example, the stones that lead the path out to victory -- if you could walk over them rather than having to walk around them, I feel that would improve the experience).
Overall, though, great job!
Thank you so much for your feedback. It is originally meant to be a 10 minute long game but we realized we don't have enough gameplay and time to level design to fill up this amount of time. So we created two game modes one for the full story without the time limit and another which is survival.
Our audio guy Justino who is amazing. Created five different roars indicated from a different distance, but we have some clash with the singing and the monologues so we just add it that point in the current version. I agree about the screens at least a fade effect makes the transition softer.
It was originally smooth but after a couple playtests came up the idea to pus some obstacle there. What I definitely don't want to the obstacles cover the view to the sun so this is how end up like this but that part differently requires more consideration.
Thank you for your feedback we really appreciated.