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Temporalin

3
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9
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A member registered Feb 12, 2018

Recent community posts

Hi, Martin! Tempi here. I played this and here is what I've felt playing the game.

  • There is no audio feedback and it makes it kind of weird playing it. No falling sound, no music, no echo...
  • The camera feels like scrolling with a free wheel, like it lags a bit.
  • The lightning is cool but the monochrome map ends up being tiring.
  • I'm not sure which one of the previous points is responsible (maybe it's a combination of all), but the demo ended giving me motion sickness (this only happened to me with Doom 2016 and some VR games)

I think you mainly wanted to focus on the design of the maze, so: I got 13 points before I got motion sickness, a lot of them by luck, if not all. I understood the limitations of the game (no jump, so the focus is on stairs and leaps) but I felt lost at the maze. Yes, that's kinda the point, but it is hard to keep track of where you are when everything is colored the same, so I ended up repeating things when I thought I wasn't repeating them. Some of them felt good ("oh, so this fall wasn't useless, there was a point here!") but I don't think I can say that for most of them.

On a technical note, I don't know if it is intentional, but the forward movement gets slower when looking down. I think you're applying a motion vector with the same direction than the look vector instead of making it paralell to the ground. Also, I think this is raytraced, because my 2080 S got supernoisy playing this. Maybe you can tone down the raytracing a bit? I don't know how much control you have in Unreal, but I think it's a bit much, specially for this map, which I think could have completely baked lightning.

I hope this is useful, I'm not very good at designing things so maybe it's not the most useful advice you can receive.

Keep working!

The idea is good but the implementation is better. In just a few seconds it feels natural to put blocks in place. With some improvements (music gets repetitive easily, the environment feels too "artificial") it could be even better.

I'll follow the development!

Hi! I tested it on Index and it plays good enough. An update would be really cool, though, because grabbing things needs too much force with Index controllers.


More importantly: while I find the walk/sway/jogg really helpful, I got a bad headache after rotating using the right stick. I've stopped playing for an hour and it's still hurting. The angle is too big and too sudden when all the other movements are immersing me so well, so it's been a shock. It gets worse with Index: the stick also triggers the jump, so I get a rapid turn and a jump simultaneously. I think a progressive turn, or smaller angles, could help making it more natural.


I know how hard it is to implement locomotion, as it is different for every person, but I hope the feedback helps you make it better.