So I played for about 20 minutes and this is my opinion. The game looks fun, I like the idea of trying to escape the maze with a golem chasing you. But, I do notice a few issues that definitely worsens the gameplay.
The tutorial does not teach you all the main things you should know. For example, I died to the spike traps twice before I understood what they were.
Golem 90% of the time gets stuck at spawn and you are getting a free win.
Maps themselves are very repetitive, bland and simple, I think some extra props and decorations would be a nice touch.
Gameplay inside the maze should be more interactive, just collecting coins, escaping the golem and finding an exit gets boring after a few rounds of playing.
Personally I’m 50/50 whether it’s fun or not fun. I think if you can fix these things, the game would be great. Anyway good luck on development
The game’s interesting. It’s kind of like Flood Escape, but personally I like it better than Flood Escape because it’s less stressful. I played it earlier and had a desire to come back to it, so I think it’s got some replay value, at least for an older demographic.
However, with how easy it is to get eliminated early on and how long you need to wait to get back into the game, I can see some younger players quitting out after only one round. This might not be a problem.
Glitches & Small Design Suggestions
I managed to get an S. Win in one session, though when I rejoined, my S. Wins were corrupted to -1.
It’s a bit unclear what’s going on if all players finish the game (either by dying or reaching the winpad). The game seems to keep going on without restarting the intermission and periodically brings up the map loading screen that appears when you first spawn into a maze. I don’t know whether this is a glitch or just me being impatient, but it might still be something to look into.
The distance effects that are supposed to alert you of the golem (the red glowing light, the loud footsteps, the dissonant music and the red vignette) seem a bit overkill. Maybe focus on a couple instead of having four different indicators since it feels a little cliché at this point.
The alarm sound that plays when the golem is about to spawn is kind of jarring. I’d choose a sound that’s a bit less sharp, especially since players who’ve taken the tutorial and/or played a few rounds should expect the golem to spawn and don’t need to be unnecessarily distracted by the spawn countdown.
Those are indeed glitches. It seems that you played the game at the exact wrong time, as some of these issues are already fixed. I’m glad that you enjoy the game!
Fyi, S. Wins stand for Server/Session Wins, which are the amount of wins that you’ve gotten in that play session. Is it clear enough, or should it be renamed?
the game is way too easy, i didn’t see the golem once. even on insane difficulty (which i assume is the most difficult) i won in less than a minute. the animations are pretty rough too, the game itself is a good idea though. it’d be cooler if there was an objective before escaping, (like flee the facility computers)
I’ve played your game a bit, and it looks like it might be fun. It does need a lot of bug fixing. Playing on “insane” has given me nothing but an infinite loading cycle, and spawning on top of the map. The golem also seems to know where I am at every moment in time. This makes harder difficulties basically impossible to complete. At medium, the golem is basically a joke, as you can just run faster than him.
The win pad also seems unnecessarily hard to find. In one instance, I’ve played one map until the round ended, having explored the entire map several times, but the win pad didn’t seem to exist. The second time I played that map, it did seem to spawn in, and I found it within a minute. This issue doesn’t seem to be an one-off, as the win pad didn’t seem to spawn in rather often.
In one specific map I’ve played, which looked like a jungle at medium difficulty, the win pad seemed impossible to reach. There was some button that likely should’ve helped to reach the win pad, but I could not interact with that button.
If you could work on these issues, I’d be happy to play again.
Thanks for the feedback! Although, I can almost assure you that the endpad always spawns. Sometimes a place you think you’ve gone through you haven’t, and the endpad is right there! How can we make it clearer, because we don’t want players thinking that’s a glitch!
I’d personally recommend having more than 1 end pad in the game, along with making it easier to notice. Try having it emit light, for example. Doing this, if the player is being chased by a golem, he won’t feel that the game is unfair because he just missed the end pad behind a small corner.
Btw, I’ve also gotten some weird message along the lines of “Waitingpoint reached” multiple times. What does this mean?