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I just went trough the prologue and i fell like this game has potential but needs some work until it gets there. The models and art are good and they look nice but the lightning is somewhat off. I understand the game has a dark theme and there is some kind of effect with the torches the player has to light but it still is way too dark andit affects visibility more than it should. I didn't notice a hole on one point in the game i just knew it was there because i fell in it the first time i was passing that point. The music sets the tone for this game but it can be improved because it can get a bit monotonous and at some point it will get boring. Still the main issue is the combat and animations. In my opinion these are the core elements for this style of games. The combat feels slow and like you are controlling a robot not a human, but the concept is interesting.  Also the animations look like they end up too soon and they don't feel right. The story is something that is spot on. I am usually drawn in to mysteries but i think that the story started off nicely and with a good development it would be one of the pillars of this game along the combat and mechanics followed by greatly improved animations. Overall i think this game has a great potential as long as this issues are addressed. Keep up the good work, i root for you to deliver a great end product !

Thank you for your feedback! Really appreciate it. We're working on improving the game, so we are taking into account all the feedback provided. Thanks again for your time.

So, to start off, the art is downright beautiful and the platforming feels really tight, definitely the game's strengths there. The music is alright, it definitely sets the tone, but that's about it. I don't think it would stand on its own. But the combat is the biggest downfall. It feels pretty slow, clunky and somewhat unresponsive and some enemies seem to break established rules to do damage. The combat was introduced pretty awkwardly too, having an item you need to move across traps while facing your fist enemy doesn't do a good job of letting the player get familiar with the mechanics, cues and attacks. I think a lot of the combat issues stem from the doll-like animations where there isn't a lot of movement outside of shoulder and hip movement. I see a lot of potential here, and once the combat feels great, I can see the whole experience following suit!

Dear CoalFire,

Thank you very much for such a clear and detailed feedback! It definitely helps a lot. A lot of notes were taken and we are working to make the game better. We'll also have another playable demo in the near future and hope you'll be here to test it.