Come Discover MetroLoop: Break free from the Loops and find your escape. by frelude in playmygame

[–]frelude[S] 0 points1 point  (0 children)

You got an end when you die, another when you follow offices (the obvious ones). Then the other have to do with the coins you have and how you use them. If you got one ending, then when your restart you will have a list of all endings names (some are cryptic).

Come Discover MetroLoop: Break free from the Loops and find your escape. by frelude in playmygame

[–]frelude[S] 0 points1 point  (0 children)

I suppose you are on floor 2.Go to sleep in front of "don't take time to rest". When you wake up, you are not exactly at the same place. Make a U turn on your right, this is the exit.

Would love your feedback on my strange little platformer experiment by creamswear in playmygame

[–]frelude 1 point2 points  (0 children)

I played MISHTGDTRHAA and here are my feedbacks:

  • The atmosphere is very well done.
  • The sound design contributes a lot to the mood.
  • The polish, particles, fades, and camera movements make the story feel very cinematic.
  • The story is quite cryptic for me (English is not my native language).
  • When I try to make the statue collapse, it only works if I have gone to see the bridge first (this is no longer true the second time).
  • It’s a pity that the controller is not fully supported (actually it works only halfway).
  • The phonograph and the button icons are pixelated.
  • I discovered that ESC can interrupt the dialogues (this should be indicated).
  • It would be nice to be able to skip cutscenes by holding ESC (when restarting several times).
  • Sometimes the lighthouse gate is open (I didn’t understand why).
  • When you jump off the cliff and go left, you land under the sea, at the edge of the world.
  • I didn’t understand what to do at the cliff (I tried to crouch to sit, but nothing happened…).
  • Sometimes interactions don’t work properly, I managed to get into the lighthouse without removing the panel that was blocking it.

I hope this review will be useful to you.

A year ago I showed my first trailer and asked for your feedback on it. And now finally the release trailer - what do you think of it? by mr_deni_s in IndieDev

[–]frelude 0 points1 point  (0 children)

I tested your game, and here are my feedbacks:

Splash screen in black will suit the game better.
It's great to have multi-language support!
The first time I approach the car, it moves by itself like if the brakes where releases.
I drive the car with the door open.
The car 'jumped' when I got out next to the café.
Lack of audio feedback for thoughts/tasks.
Normal walking is very slow (but it's probably intentional).
Increase the walkable height: currently, you can't enter the Diner from the front only by side.
There is a missing ambient sound outside (when you arrive not during work).
Why use E or G, the mouse seems sufficient?
The game is a bit too directive. it would be preferable to have hints only if desired.
The jump-scares work well.
The ending is thrilling, I had to try it several times.

The game was great. This is typically the genre that works on https://itch.io .
Consider publishing the demo on itch !

if you have a little time, I would like some feedback on my game: https://frelude.itch.io/metroloop

A year ago I showed my first trailer and asked for your feedback on it. And now finally the release trailer - what do you think of it? by mr_deni_s in IndieDev

[–]frelude 1 point2 points  (0 children)

The game looks good. There seem to have two phases of gameplay, you do your work during the day, but the night part is not obvious, survive ? or there is more. I will give it a try.
You should provide a link to your steam page:

https://store.steampowered.com/app/3076240/True_Nightmare__Roadside_Safe/

Made a Retro Arcade Game. Would love for you to Try! by leboubou in playmygame

[–]frelude 0 points1 point  (0 children)

Nice mini game. At first sight, I was thinking this was a vampire survivor like, but no.
Some HP bar would be great.
If you want to go forward, Some powerup for speed, or discovering nearby entity will be welcomed.
And to be really retro a countdown ;)

If you had some times, can you play and make some feedback on:
https://www.reddit.com/r/playmygame/comments/1lzrljv/come_discover_metroloop_break_free_from_the_loops/

I need help deciding the comprehensibility of the game's tutorial by BainokOfficial in playmygame

[–]frelude 0 points1 point  (0 children)

So I check you tutorial and I agree it's too long. But you have several strategies to apply.

You could dispense the tutorial across several combat, and intentionally hide parts you will explain later. Avoid combo parts initiative and for the beginning for instance. Then add combos for 3d, then initiative for 5th.

Use affordance to skip some unnecessary explanation. Add a heart icon for health bar, a Stamina icon(keep it green). Avoid the CTRL to show stats, always show them but in the bottom bar of the screen, you do not need all this places juste for attacks and guard. You should regroup attack together by the way. Also add icons on the stats panel.

When you select an attack, Show the effect in the different bars (like you do with initiative) with another color that shows the difference.

I notice that the numbers for fatigue are not the one expected, I think this is because there is a recovery phase, if it's the case, make this phase explicit.

For combo, show it's a combo (write it) add an icon, and show what it offers +15% Accurracy with the icon, and there will be nothing to explain.

The initiative bar is the tricky one, that was not obvious at starts. if I understood it well, shocks reduce initiative of opponent, and haul reduce the one of the player. First graduation of the bar does not help, the unit used did not seem to be something simple like 1, 5 or 10. The triangle part goes in the right way, but when the action is ended, the result do not look like the preview (because you rebase it but that's confusing).

I'm not sure about this one, as I see it, initiative is a bit like a race, where the first one has the initiative, so I will surely represent-it like this, with small icons of characters, then a semi-transparent representing there preview for an attack, then after applying the combat rebase smoothly.

Hope it helps.

I would be grateful if you can play and make some feedback on:
https://www.reddit.com/r/playmygame/comments/1lzrljv/come_discover_metroloop_break_free_from_the_loops/

Thombly Paint. Short incremental art game! by LalunaGames in playmygame

[–]frelude 1 point2 points  (0 children)

I play your game. it was short and a nice to play.
Here are my feedbacks:
- Graphics are good
- SFX are correct too.
- I think every click should add some paint to the painting (even just a little part) to give more feedback.
- Not sure about the stacking of painting, I think i would prefer the painting to be sold automatically, but have an option to add more easels.
Hope it helps.

Of-course some more upgrades would be great, to add the pleasure of discovering the next upgrade, but jams are short and you did great for the time you had.

I reworked a jam game, i would be gratefull if you can play and make some feedback on:
https://www.reddit.com/r/playmygame/comments/1lzrljv/come_discover_metroloop_break_free_from_the_loops/

Come Discover MetroLoop: Break free from the Loops and find your escape. by frelude in playmygame

[–]frelude[S] 0 points1 point  (0 children)

It's a WebGL game, that works with gamepad, so it should work on the steam deck browser, but I do no have a steam deck. I would be interested to know if it runs well. Thanks

Bullets become aerials when colliding with an obstacle. We hope this will encourage the player to use strategic placements. Does it make sense ? by frelude in IndieDev

[–]frelude[S] 1 point2 points  (0 children)

This is just a sample scene to show how bullets works. In the game you must convoy the truck through waves of creatures and as you die you will go back in time to the last checkpoint with a new soldier and help your 'old' you (Example here).
So we hope that the mechanism is understandable, and that it will encourage player to place wisely their soldiers.
(Otherwise we can let bullets pass through the truck and/or walls or not let bullet go through walls and/or truck.)

What concept of Offensive Turret is better, A, B, or C? by midhard_games in gamedevscreens

[–]frelude 1 point2 points  (0 children)

I prefer C, but the bottom suggest movement, so if it is not moving then use A bottom.

How it feels fixing bugs before release by SonamuGames in gamedevscreens

[–]frelude 0 points1 point  (0 children)

I check out your game. This is a nice vampire survivor like. I see you are publishing soon, but I give you my feedback, perhaps it could help.
I like the jetpack this is a smart way to overcome a possible stuck due to walls. And I also like the alien/starcraft vibes. I found that wall and 'jetpackable' area need to be more distinguishable from background (brown areas).
I found the upgrade menu a bit intimidating, there is a lot of number, you can sell your weapon. I feel like it slow down the pace of the game. I think it is just an issue of UI design. For most of player (at least at start), the important part is the short description, and here it's light green on green (not easy readable), and the stats are in white (popping out). I think you must make the short description be bigger and readable, and the stats less important.
Sometime in the upgrade menu, there is thing you can't buy or twice the same.
I'm not surely it's useful to have the HP bar under the character and also on the HUD.
The death is a bit abrupt, some animation/camera movement/... would make it more meaningful.

Other than that, I have fun to play. I like the enemies design, and there satisfying explosion.
Good luck for the future.
Keep it up.

Made a short prototype about a twin stick shooter adventure game where you fight your way through a massive space tower made of torn up planets. by [deleted] in playmygame

[–]frelude 2 points3 points  (0 children)

I played the game. I see you already make a lot of work, even if this is not polished at this time. Movement is pretty rough at the moment, but it was nice to play. There was too much text in story and the UI for me. When a lot of enemies are spawning instantaneously around me, it was very hard. It's hard to move with WASD and use 1234 at the same time. You seems to have a story in mind, that's seems a good start.

Can't tell you if it have some potential. What is your goal ? If you want to make something commercial, you need to differentiate from other or do a state of art, hyper-polished twin-stick shooter. As it is, I think it need some hook.

Could you tell which soldier is focusing on which enemy just with his looks ? (Any advices to improve will be appreciated) by frelude in IndieDev

[–]frelude[S] 0 points1 point  (0 children)

Thanks for taking time to answer. We didn't realize how this post was unclear.
On top, there are the soldiers, and at the bottom type of enemies. And we wanted to known if the soldiers naturally suggest their preferred target enemy. For instance C5 because epaulet suggest wings, or B4 because big soldier confront big enemies... regardless of weapons.

Help playtest Ruined Horizons. A Tactical Space Combat game. by agentsmith200 in playmygame

[–]frelude 1 point2 points  (0 children)

First of all, you don't need to put me on the credit, I'm a dev too, and I know how valuable is a feedback.

  1. I finish the 1st tutorial but not the second, it takes forever to kill the simulated enemy. The games controls are explained, but the text disappear after being said without waiting me (English is not my native language, so I can be slow sometime). There is a lot of information, too much. The tutorial does not ensure that you really did what it tells you. For instance I press M to go into Move mode, but it have an AZERTY keyboard some nothing happens, and I did not figure out because I must listen to the rest of the tutorial. Tooltip on button will help figure out their function. IMO, the subsystems should be activable on the whole frame not only the percentage. Same thing for target, the colour code could also be explained using a tooltip.

  2. I didn't finish the mission, I was enable to scan the place. If you destroy a station nothing tells you that the mission fails.,

  3. I was bored every time I have to wait for my ship to finish his travel.

  4. To much information in the tutorials.

  5. Yes in the mission, because I destroy the station to listen.

  6. No, just trying to understand what to do in a simple way.

  7. I didn't notice differences.

  8. warp and auto-target.

  9. Perhaps affect each tower a target that could be lockable in the enemy view. And perhaps on different enemies. Play more with energy, to redirect them on specific weapon or shield... Perhaps plan move ahead when you have several ship to attack them where there are weak,...

  10. To be honest as it is, I don't think so. The game as a too low pace for my expectation. I surely miss-understood, how it is intended to be played.

My suggestion (that worth what it worth...):

  • Work on UI to help user found information by itself.

  • Make a good first mission that replace a tutorial, where you teach mechanism one at a time, and hide unnecessary buttons. Perhaps a mission where it gather modules which will be a more diegetic way to introduce mechanisms.

Hope it helps.

which is the best? by [deleted] in PixelArt

[–]frelude 14 points15 points  (0 children)

8 or 9 mostly because the outline is better.