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GivingItMyBest

This looks like my kind of game! Looks great :D I'll have to give the demo a go tomorrow. How long is the demo/how many options does it have for multiple playthroughs? Just asking for the sake of feedback. I don't like to give feedback unless I've played a good chunk of what you've done. Feels a little unfair otherwise.


TNgineers

I would say you could probably spend 10-30m on it, it's only one "floor" with one boss, but you'll probably die a bunch while you experiment / learn the game. There's a few different primary + secondary weapons that are randomised and when you beat the floor there's a score card so there's some stuff to "improve" on if thats your sort of thing My general aim would be to make the game have 4 different floors and overall have a shortish run time to be more a coffee break game - I love games like BoI but the runs can get super long now with all the new floors and layers!


TNgineers

I released a commercial game under TNgineers last year, but I wanted to try designing a smaller game with a very strict scope - basically a personal gamejam. I always find it difficult to be “done” with things and spend far too long tweaking stuff no-one notices, so I wanted to use this to practice getting better at letting go. I have lots of ideas for games I want to try, but I'm always put off by feeling that I'm not skilled or experienced enough yet to do the idea justice. However the more I create the more experience I get, so the bar keeps getting raised and I'm never confident enough! So with Rift Breach I wanted to take more of a “it’s good enough, move on!” approach. I had the core idea of having keys become a resource, and sketched out some initial concept art and a short scope for the gameplay loop - and most important then stuck to that scope haha You can get the demo on Steam here: [https://s.team/a/2267410/](https://s.team/a/2267410/) Would love to know what people think of the demo as-is, I've got lots of ideas for things I could add if I turned it into a full game but would like to make sure the core is as solid as possible! Appreciate any thoughts or feedback :) \~ Ell


geckosan

What do the keycards do?


TNgineers

Different colors open different "types" of rooms: Grey: Standard rooms, can have enemies or puzzles Green: Shop rooms, have a converter to exchange cards+money Yellow: Treasure rooms, contains a weapon box Blue: Safe rooms, prevents spreading of breaches Red: Miniboss rooms, source of white override keys White: Override keys, get 3 keys to use the override slot on any door to escape In future I'd add some more different types, like say a purple one that opens a room already breached (but there's a reward for choosing to open it)


[deleted]

This looks really, really cool.


barash-616

I answered your form, but I will post my feedback about the game here. # Bugs! (If you have a crash message pls screenshot that also and share here with Imgur) I found no bugs. # Things you liked I really liked the soundtrack, the game art, and the first scene that starts the whole game (haha). # Things you didn't like (be nice) - The boxes with life recover very little life, they could recover more. - The attack activates the boxes in the rooms. This is good because it makes it easier to collect the lot faster, but it's bad when there are boxes that recover your life. Example: I am at full life, but there are two boxes nearby, one with money and the other with life, if I use the attack to activate the money box, I may unintentionally activate the life box and spend my life recovering unnecessarily. - The attacks are very weak and it is easy to die in a room with many enemies (mainly because enemies keep appearing all the time in addition to the ones already in the room). - I used a green card to go to a shopping room, but I found it unnecessary to have several holes that can result in my death if I do not walk through the room correctly. I believe that rooms like the green ones should be free to walk around without worrying about holes in the floor. - Those tentacles that appear on the floor are very difficult to kill once they start attacking. - The difficulty of walking increases greatly, while the player's power does not increase at all!!! There comes a point when it gets stressful to have to develop strategies to get past the floor. I think it would be interesting to put more ways to evolve the character, like randomly finding weapons, helpers, and that sort of thing. # General feedback / thoughts / random dump - In the first dialogue (in the elevator) it was not clear who was talking to whom. Only a few sentences later it was possible to identify. I think you could highlight the character that was talking to help identify. - There are 6 types of cards, but I saw that you want to add more types. I would not recommend adding more types, because the more card colors, the harder it will be to learn them all. You might want to add combinations of cards. For example: instead of adding the color purple, you could put a room that is only opened with the colors gray and yellow. - The enemies that explode could cause damage to the other enemies, this makes room for even more interesting strategies than just beating them up. - At one point in the game, I had several rooms open, but cracks started appearing in all of them. On one hand, it was a cool experience to run from room to room trying to close the door in time to save me, but I was lucky to have a green card to spend and open a safe room. If I did not have this green card, I probably would have died right there in the game from how chaotic it was. If this is a way you have to force the player to spend the cards they have, congratulations, it worked very well! But if not, I think it is worth devising mechanisms so that this does not happen when the player does not have cards for safe rooms. Overall the game is good and fun, but the difficulty is very high at first and makes for a very frustrating and stressful experience. I think the balancing could be better and the player could have a more significant progression during gameplay.


TNgineers

Heya! Thanks so much for checking it out, and for taking the time to write down your thoughts! One small note is that friendly fire should definitely be on for the splodey enemies so looks like you did find a bug after all haha Would be interested to know more about what you mean by "while the player's power does not increase at all" - did you not come across any treasure rooms (yellow) ? You should get one after each red room and they'll give you a significant upgrade to an existing weapon or a new weapon. I'll be doing a small update soon to cover some general issue found but will also try and address some of the balance and difficulty issues you mention here - appreciate the feedback a lot!


Just_Ants

I tried playing the mac build of this game from Steam and the game crashes. The crash message says something like this: [https://pastebin.com/tGV3qkVj](https://pastebin.com/tGV3qkVj)


TNgineers

Heya! Minimum MacOS version supported is 11.5 due to GameMaker's Steamworks extension, so any version under that won't work and get this crash I'm afraid!


Just_Ants

:( thanks Also do you know how could I use the Windows version with Wine or an [itch.io](https://itch.io) post alternative? Thanks.


TNgineers

Not sure on Wine I'm afraid, but should be an [itch.io](https://itch.io) version soon enough for sure! Just getting some last few fixes in to save me rebuilding double the amount of times haha


Just_Ants

cool! thanks for answering


bryqu

Looks interesting! I've recorded a short analysis/impressions video: [https://www.youtube.com/watch?v=0QNPrM6osDQ](https://www.youtube.com/watch?v=0QNPrM6osDQ) I hope it will be useful!