Uncraft World

Uncraft World

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Neat little game with small flaws
I just finished the game and must say its a neat little title.

But i thought there are some flaws, or maybe its just me.

- One was that i had the feeling that i am not fully in control (i know its a little bit hard to explain) - i had the feeling that the input was a little delayed. I played with a 360 wired controller and first i thought it may be the controller, but in other games i tested i never had any problems. i didnt try it with another controller so i cant tell if there is any differenz.

- Slippy blocks - in the later levels where you constantly have to jump from a small block to the next - i continualy just "flew" of the block after landing on it. The same happend after hitting blocks from below - then it just catapulted me in one direction (mostly into a hazzard). It didnt happend every time but frequently.

- in the bigger levels there are times where you dont know where to go. The arrow at the checkpoint shows a general direction but sometimes you just "get lost" for a second. Thats also a problem for levels where the checkpoints a located over a longer distance and between them are difficult hazzards. I think it would be great just to have a little map or an overview befor you start the level just to have a general idea of the level (you dont need to show all the things in it - just a rough "sketch")

- Maybe add later some "training levels" for casual players? Some jumps or obstacles need some training and not every one has the patience to go though them - yeah you could try some of them in the trial levels or remake them with the level editor - but i think its not the same. And i am saying that from a casual player stanpoint - i am no pro, i am really not sure how i beat some of the last levels - and i am sure i wouldnt be able to do the same again :-)

- A bug i found was, that some times (i wasnt able to reproduce the bug) when i choosed a skin to start the level i got a message about a memory leak. When i changed the skin it worked, only once i had to restart the hole game.

Like i said maybe most of the point above are just my perception ;-)
I sweared a lot during the game but still finished it with all achievments - and i had fun.
Last edited by Night_Wolf_2100; 26 Dec, 2015 @ 5:35am
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Showing 1-4 of 4 comments
Team Shuriken  [developer] 26 Dec, 2015 @ 1:08pm 
thanks for the feedback !

I think i can find a solution for the bounce problem when going off a cube. the sliding of the player is IMO important part of the game and will probably stay.

I'll have another go trying to fix the memory leak bug, though it proves to be a hard to fix... but eventually i will have to fix it.

If you have specific levels that are difficult to figure out the correct path, that would be helpful. Otherwise i will have some time to revise some of the level design in the coming weeks to make things clearer. My major focus will be on making sure that the plane that interacts with the player is never confused with background/foreground planes which is a recurring problem with some levels.

Thanks again !
FafnirChaos 26 Dec, 2015 @ 3:24pm 
Yeah i like the fact that you don't know where your going, gives you some exploration in the game, Knowing where your going in the game takes out a small element of the game - it also seems right to have the exploration with the jetpack. Otherwise it would be just a carbon copy of every platformer out there.
Night_Wolf_2100 27 Dec, 2015 @ 1:03am 
Originally posted by Team Shuriken:
thanks for the feedback !

I think i can find a solution for the bounce problem when going off a cube. the sliding of the player is IMO important part of the game and will probably stay.

I think my discription was a little bit faulty.

Its not that you slip over the platforms - its more, that when you touch the block on the corner it will catapult you of it in the next direction.

Originally posted by Team Shuriken:
If you have specific levels that are difficult to figure out the correct path, that would be helpful. Otherwise i will have some time to revise some of the level design in the coming weeks to make things clearer. My major focus will be on making sure that the plane that interacts with the player is never confused with background/foreground planes which is a recurring problem with some levels.

it werent many levels where i thought there were places a little bit dificult to figure out. I must check back again wich ones specially. One that comes directly to mind (sorry that i not know the level name at the moment) was the Matrix Themed one. At the end, when you turn the map and fall down through the corridor with the lava walls you land on a platform there are two smaller platforms directly below. i tried every way but at first i didnt see the platform directly above the second one - after seeing it, i first thought that this one was just a part from the background.

Mostly i thought there were parts in some levels were you were under pressure from rockets, no floor and barriers were you could get lost very easy, but i will check again and tell you the 3-4 ones i thought were a little bit confusing (it was not every level).

Originally posted by Team Shuriken:
Thanks again !

No Problem :-)

@FafnirChaos
Like i said i dont think its every level, there are just a handful of levels where i thought it wasnt clear where to go and you where under pressure from different hazzards. Whe you have some rockets behind you and no floor to stop for a second and just die because you dont find your way through the sawblade labyrinth (just a example) - then maybe a little tweak can help.

Just to clarify: i think the game was fun, frustrating but fun, its just my two cents how i think it maybe could be improved it a little bit.
Algor 29 Dec, 2015 @ 6:05am 
of course :steambored:
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