I really enjoy what you're doing with visuals and how you're leaning into very strange aesthetics, I love that stuff, wish more people did it. I will however say from the games you've made that I've played (games like baffling), there's a few issues or little things that irk me.
It's very clear that you're going for a very aesthetic-heavy experience, and I really love that. However the way the levels are put together really doesn't seem like it fits that kind of game. There's a lot of long walking segments or long saves, which end with either a trap you have to know about to dodge, or a very precise jump. With the aesthetics it seems like the goal is to give the player an experience, but when the player gets killed by something ridiculously unfair after traversing a really long save, that's not gonna make the player want to keep going, it's just gonna frustrate them. If you want the player's attention, don't make them want to quit.
If this were a precise needle game I would excuse it, because there would at least be a type of gameplay that some people enjoy quite a lot. However the level design feels like it tries to mix atmospheric adventure-ish gameplay, trap and hard precision platforming all in one. I'm not saying these can't work together, but the way you've done it, it sort of clashes badly in a way that might annoy the individual players of these genres. For instance, a needle player might appreciate the precise platforming, but hate the more confusing atmospheric aspects, or a trap player might dislike the more precise jumps.
If these issues are intentional for the sake of art then I respect that. It definitely feels like it somewhat deconstructs what a fangame is in an interesting way, the gameplay just isnt personally appealing to me.
While I see some glaring issues, I like what you do and I hope you'll keep making! Don't let people discourage you.
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I really enjoy what you're doing with visuals and how you're leaning into very strange aesthetics, I love that stuff, wish more people did it. I will however say from the games you've made that I've played (games like baffling), there's a few issues or little things that irk me.
It's very clear that you're going for a very aesthetic-heavy experience, and I really love that. However the way the levels are put together really doesn't seem like it fits that kind of game. There's a lot of long walking segments or long saves, which end with either a trap you have to know about to dodge, or a very precise jump. With the aesthetics it seems like the goal is to give the player an experience, but when the player gets killed by something ridiculously unfair after traversing a really long save, that's not gonna make the player want to keep going, it's just gonna frustrate them. If you want the player's attention, don't make them want to quit.
If this were a precise needle game I would excuse it, because there would at least be a type of gameplay that some people enjoy quite a lot. However the level design feels like it tries to mix atmospheric adventure-ish gameplay, trap and hard precision platforming all in one. I'm not saying these can't work together, but the way you've done it, it sort of clashes badly in a way that might annoy the individual players of these genres. For instance, a needle player might appreciate the precise platforming, but hate the more confusing atmospheric aspects, or a trap player might dislike the more precise jumps.
If these issues are intentional for the sake of art then I respect that. It definitely feels like it somewhat deconstructs what a fangame is in an interesting way, the gameplay just isnt personally appealing to me.
While I see some glaring issues, I like what you do and I hope you'll keep making! Don't let people discourage you.