I think we have just discovered the pinnacle of "needs work"... But really, keep at this. You have the engine of something that could be really good!... Also if you're going to have your hero just kind of float, give them a jet pack or something.
My army keeps getting it in their head to flip rows. That is, I put my range in back, with my melee in front, for damned good reason. But the ranged keeps paying off my melee and making them stand in back while my ranged keeps risking it's untimely death! Please look into this, because I'm non too keen on losing my entire army to my foolish rangers.
Also, Dear game developers. PLEASE STOP ADVERTISING YOUR GAMES AS "ADDICTING". THANK YOU!!! Gah.. .This game was so short that it CAN'T be addicting. It is not habit forming to play this 1 hour long game.
The story is a great one. The game play is ok, but it didn't need to be revolutionary. In fact, the only thing I wish is that it were longer. 4/5 for me. 3/5 for the story, and 1/5 added from the way you told the story, and the way you represented the monsters.
A nice looking game that has never been play tested.. because quite frankly, I just jumped... and never stopped jumping, no kidding. I jumped, use the umbrella, then started jumping again and again. I even let go of the keyboard, period, and I kept jumping.
Next, please explain to us what level up does... I'm level 30 now, and I can't tell you- for the life of me- what leveling up does... maybe it was explained in the constant pop ups that showed when I first started, but I hate those so damned much that I didn't even pay attention to it. I just prefer to play and find out. Lastly of what I care to type, please change that description... "Adventure for fame and fortune in unknown lands..." ... really? You build this up so high...and this is what it is? I get this kind of marketing for console games, but for free web games, please keep it tame. You built it up so high and it did NOT follow up.
Very incomplete... What I have so many recommendations that I wish I could talk to you directly... but since that's not an option; First off, camera, oh dear lord camera. Put the camera control to the right click. I don't care how you do it, make it spin on it's access, or change perspective like it does when you go up hills, please. Next, buying weapons, Luck based progression is horrible. It's why D3 isn't doing so hot, because you have to either be lucky, or really dedicated. At the very least, give us the option of weapon or armor, and tweak the algorithm so that we have a greater then 50 percent chance to get equipment equal or improved.
Fair quality... It works for what it is, but if you guys release another game, please. We love upgrades, because it's a way to work towards surpassing a goal. Like killing an end boss. We like progressing to the point that we can finish the game. It also gives the game replay because we try to find out how few upgrades/runs we need to kill said final boss. So please, program in a final boss. (Just put him after 1k kills, and stop the timer. you can get 1k kills pretty easily if you're fully upgraded, you'll just get it just before time time is up. I normally got it 5 seconds before the end.) Think on it, I hope you guys do release another game, because there's a good starting point here. But it needs more work to be "complete".
One thing to say about this... This is more tedious then it is fun... The moment the block moving puzzles came into it... it was just tedious. I feel like the light kills too fast, or maybe you just need to scrap the block puzzles... I promise, try them for yourself, see if you find the blue light block pushing puzzle fun... (Easy mode, top part of the map, you have to push one block past another to turn off ligths)
Uhm... I don't think you thought through how you used your model very well... ya know, there's a reason you can't see your own feet in minecraft... Look down and see half of your vision obscured... mind, because this is a minecraft clone, the most it'll ever get from me is 3/5... and the problems here bump it down to 1/5
Uhm... sure... Come back when you actually have something worth showing... because this is pre-alpha... You have a "working product" that could be done with stalk assets and a few tutorials... Please, come back when you can at least hide the mouse. 1/5
(Continuation, damn the 1000 character cap) Next, physics objects. There's a small lag on the 6th level, because you change the gravity, and everything needs to update. A thought to throw out there for the physics engine, is freeze their ridgedbody's rotation. There's no reason I need a box on it's edge, I'd only use a box flat. And lastly, Oh dear the clutter... When I took a look at the first level, it took me two throughways and the tutorial to figure out what's important. I think you should open us up to more simple textures for the walls and floor, and slowly build up to that complexity and variation. Also, reduce the number of doors, most of them were needless, and it made everything confusing. That's all... I hope that helps you, developers, to make you're "ok" unity game (3/5 from me.) turn into an amazing game.
Hi, thanks for such a detailed comment. I'll take it into account as much as possible (some of remarks were in my head for some time, others are completely new and "fresh", especially physics). FPS motor is actually all mine, it handles physics "in other way", but that's all the details. Thanks again!
So, I played through this last night, so forgive a few small problems in my memory of the game. First off, Thank god, a game, made in unity, that isn't just a "shoot everything you see", AND is good. Second, based off some of the things of how the game plays, I can tell you used to stock first person shooter motor, but it may have been modified. So, as it's the first person motor, it means that it has that clunky feel that Unity always gives you. You can still clip your way up a ledge (That is, if the bottom of your model hits the corner of a ledge, you will slowly kind of bounce up it. The next big problem is when you flip... It'd be very nice if you made it so you always flip at your side. Basically make it so the game detects which way you're facing, and will flip you on the axis based on that. (Game detects you're facing X, therefore, game flips you along Z. This is possible, use MainCamera's rotation.)
Interesting... A very Zen game with heavy Asian (Chinese?) inspiration in concept and art work. The game play isn't bad on top of that. 4/5, Favorited. It's worth coming back to here and there.
Hi, thanks for such a detailed comment. I'll take it into account as much as possible (some of remarks were in my head for some time, others are completely new and "fresh", especially physics). FPS motor is actually all mine, it handles physics "in other way", but that's all the details. Thanks again!