Game Design Reviews

This page gathers my designer‑oriented game reviews, where I break down gameplay systems, level design decisions, UX clarity, and player experience. Each review includes video references and detailed analysis aimed at understanding how games succeed and how they could improve.

May contain spoliers

INDUSTRIA 2 Demo

The INDUSTRIA 2 Demo demonstrates potential but highlights several areas where design polish is needed. In the upgrade menus, weapons appear awkwardly with only the barrel visible when accessed from certain sides of the table. This breaks immersion and could be improved by adjusting camera placement or hiding the weapon model entirely. Dragging the tube feels clunky, as it relies on movement keys instead of the mouse. Switching to mouse-driven interaction would make the mechanic more intuitive.

Combat feedback is lacking: hitting doors or walls with the iron bar produces no sound, leaving players unaware that the weapon is degrading. Adding audio cues would strengthen immersion and reinforce durability mechanics. Climbing is unclear and inconsistent, with no visual indicators to show which areas are scalable. Simple prompts or environmental cues could guide players better.

Enemy design also feels unrewarding. Defeating tougher enemies, including those that cannot see, provides no reward, which diminishes player motivation. Introducing loot, resources, or progression bonuses would make encounters more meaningful. On the positive side, crafting is a welcome addition to the new INDUSTRIA Game, though currently very simple which for me is totally fine. Finally, the UI remains visible during cutscenes, breaking narrative flow. Temporarily hiding HUD elements would improve storytelling and immersion.

Overall, INDUSTRIA 2 Demo shows promise but requires refinement in feedback systems, clarity of mechanics, and reward structures to deliver a more engaging experience.

Played on: PC(Steam) — Version: Demo — Hours played: 2.7h — Date of  review: December 1, 2025

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