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| Timestamp | Since previous | Game | Dock Frankenstein's comment | |
|---|---|---|---|---|
| Oct 6 05:58:49 | B1OCK | ♥ 3 | Very nice game. Although spamming arrow keys for a long time wasn't that great. Making the maps smaller would probably fix that but don't worry, I read the manual. This is a very moody game and it really feels like something you could play on an atari. | |
| Oct 6 15:58:01 | 9h 59m | The Leaning Tower Of Pizza | ♥ 1 | A very nice game, although I had some issues: - the pizza drop sound effect sounds like goo - when starting out it takes way to long for things to ramp up - the slow-mo camera is nice, but when you have a big tower it takes forever for it to finish Except those points, this was a very nice funny game |
| Oct 7 18:47:21 | 26h 49m | The Blue Bedroom | ♥ 1 | The game is quite moody and fun. It takes you through the whole story of Van Gogh, although it's not perfect. Point and click aspect is pretty much just clicking forward until the end. Although I didn't want to read the letters the ending got me intrigued. I already know the live story of the artist, but it was fun seeing it interpreted by someone else |
| Oct 10 07:17:42 | 60h 30m | You Can Not Start This Game | ♥ 1 | Excluding long dialogue this was quite interesting. I think the main issue is long waiting for the narrator to stop speaking but I never saw someone go this far with a 4th wall breaking game in a game jam. Good job |
| Oct 10 07:40:35 | 22m 53s | The Platform | ♥ 0 | The game is nice, but not polished. The platform sprite is a stretched out unity sprite and the balance is way to intense. I was barely able to pass the first wave and you give me a single gun worth of money? Brov |
| Oct 10 07:45:41 | 5m 06s | Hatmantha's Apothecary | ♥ 0 | The game was fun, although the camera angle wasn't the best in most times, which is understandable. It feels very polished even with few models |
| Oct 10 11:01:28 | 3h 15m | Interrupted Gameplay | ♥ 1 | An absolute amazing entry. Combat is really fun and the mood really suits the game. Very well polished, good job |
| Oct 10 11:14:54 | 13m 26s | Mint | ♥ 4 | Your game really feels like a story drive walking simulator, except that it switches between two mobility modes: walking and floating, so I guess it's a floating simulator? The atmosphere was amazing and the sprites were nice (although I saw a bit of chromatic aberration which in my taste doesn't work with pixel art most of the time). Having more points of interest would have been nice, as the game got pretty boring at times without the story. The camera likes shacking when walking and even the first rooms showed it's imperfections (the camera kept dancing when I was taking small steps up and down). The graphics were nice, although I'm not a fan of the detailed player sprite and I also saw some highly detailed / photorealistic rocks in space which caught me off guard. If you could add more sprites and mechanics this game would be amazing: with great sound, mood and graphics. But for a short experience it was good enough (I hope I didn't sound that harsh) |
| Oct 10 13:14:30 | 1h 59m | Unshippable | ♥ 1 | During gameplay I've encountered 2 bugs: I've picked up 2 containers and was soft locked and I picked up no containers and I was also soft locked. The game is pretty fun, although slow paced. Having more control of the situation would be appreciated |
| Oct 10 13:41:33 | 27m 03s | HARMONSTER.FINAL | ♥ 1 | A very nice entry. One issue that I have is audio sync. The lights and beat is completely of. It would be great if you were able to somehow sync them (I know it's very hard, I've been there). More sound effects would also be appreciated |
| Oct 10 13:52:58 | 11m 25s | Devil's Sitter | ♥ 2 | This game was interesting, although I can say one thing: PLEASE FIX YOUR SPRITE IMPORT SETTINGS IN UNITY. You need to disable scalling or filter or I don't remember to get rid of anti aliasing which causes sprites to be blurry. Please fix that as the game looks nice, but is being destroyed by that one error. The movement feels snappy and overall feels amazing. Good job (but please fix the sprites) |
| Oct 10 13:59:01 | 6m 03s | Yeetr | ♥ 2 | Amazing game. I love the broken lights and broken logic. It felt amazing. Although I would preferer a main / pause menu. Also the mouse sensitivity was too high. I started typing out commands for changing that when I realized this was someone else's project (oops). But still, simple escape that closes the game would be appreciated. |
| Oct 10 17:38:18 | 3h 39m | Coffin Run | ♥ 0 | This game is very relatable. Although I realized that the physics weren't politically correct as the coffin was to floaty and from what we know about the art of the coffin is that 6 strong men need to carry it while dancing in order to support it's weight Also sounds got repetitive sometimes |
| Oct 10 18:55:39 | 1h 17m | Scoop the Pool | ♥ 1 | A lovely entry. I see the effort that was put in although I didn't like the RNG (but I think that's with most card games + I think there's some predicted behavior that I didn't understand as I didn't play far enough). More sounds would be appreciated and some button to close the game |
| Oct 12 18:56:30 | 48h 00m | QA - The Game! | ♥ 3 | ## I hope you have some time to read this, I don't even know why I wrote such a long comment A very interesting idea, but there were some issues: Firstly, this thing has been animated incorrectly and it stays at the top of the screen. Screenshot 2021-10-12 203021.png # UI Settings and UI were welcome, but text was too big and was overflowing the button and the sliders were using default unity icons. Also at the beginning the buttons fade in, but the text doesn't change. I know that's difficult to manage in unity, but at least you can toggle them on top. (a half baked solution would be to render the camera to a [render texture](https://docs.unity3d.com/Manual/class-RenderTexture.html) and stack it on top and below the buttons. Then instead of fading the buttons you just fade the top layer). Also audio slider shouldn't display values from 0 - 1 and instead display 0-100%. Some advice: don't use floats to calculate that as they like breaking. Instead, use [decimals](https://docs.microsoft.com/pl-pl/dotnet/api/system.decimal?view=net-5.0) or doubles if you really have no other option. Another thing was that you can press the quit button in webGL. Aka: freeze the game and have it sit there awkwardly as YOU CANNOT EXIT A WEBGL GAME. In most game jams I have a script that disables / enables targeted objects on certain platforms. Now I've integrated it into my tool qASIC, so you can [see how it works here](https://github.com/DockFrankenstein/qASIC/blob/main/Assets/qASIC/SetActiveOnPlatforms.cs). # Gameplay The game never felt unfair (aka there was a "bug" but it wasn't recognized) which I was surprised about, except one of the co-workers that was clipping through the bench in cafeteria (also he didn't have the fancy highlighting). The gameplay felt a little bit choppy on webGL. You should probably turn down the graphics settings for that. Also, in the summary screen I was once able to spot myself as the infamous capsule. The easiest solution would be to just get rid of it and if you REALLY want to know where the player is you can setup a [gizmo](https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDrawGizmos.html). # Audio The audio was phenomenal. Everything had a sound effect and the voice acting was a nice touch. I think the steps should be played as often though. That time when you fail really makes your hearth drop. # Bugs Another thing I can point out is that the elevator is broken for no reason. Having physics objects ride something is difficult in X and Z, but when we're talking Y then it gets stupidly broken. As the elevator is a closed space there is no need to do that. You can just close the elevator, wait for some time while playing sounds and teleport. If you want the environment sounds to fade out, you can just move the audio listener upwards. Not to mention, you are freezing movement in the elevator so you can quite easily make the player teleport in front of the elevator and have the camera follow it like we did in our game, but once again: there is no need to do that. Looking through your source code I saw some disorganization in your project. Speaking from experience: bad code structure and lack of communication create the most amount of bugs. Anyways, I hope you found this review useful, sorry for probably useless solutions. Thank you for reading this all the way, I am slowly approaching the character limit. |
| Oct 13 05:33:27 | 10h 36m | Agnosia | ♥ 1 | I think you should probably record a simple no commentary walkthrough so if anybody gets stuck they can watch it. Also the TV room doesn't have collision on walls. You should also probably move all UI text to a better spot as looking from one corner to another can be disorienting plus, I didn't see some important text when I unlocked the TV room. Overall, this is a cool puzzle game. Good job |
| Oct 13 13:08:05 | 7h 34m | GUNSTABLE MAYHEM | ♥ 0 | Very good and well polished game. I liked that you actually put some effort into level design instead of just having the main mechanic be there. While playing I realized that the edges don't get cleared. As your game is made in Unity and I have no way of explaining this. Also it would be great if you shared source code Screenshot 2021-10-13 150816.png |
| Oct 14 07:45:54 | 18h 37m | 2nd Law | ♥ 1 | The game was nice, although a walkthrough would be nice as I got stuck (I know, I'm stupid). **In the pause menu you can un pause the music by pressing the arrow keys and the character can still dance around**. I'm not sure what's causing it as, but you should probably just pause player movement if Time.timeScale == 0; I've read your blog about audio. In most games, there are different tracks that get faded in and out procedurally. Your solution of saving audio time and playing the next clip from that point isn't that great. I've battled with this before so here's my advice: **YOU CANNOT PLAY A CLIP FROM A POINT OF TIME EMIEDIETELY!** If you want to play one after another, you can setup a delay (make sure to use doubles not floats), but in your case it would be easier to just play all clips and simply mute and un mute them when changing scenes. **Even better, have a base track and scene specific melodies that you could fade in and out**. I've implemented that system once in one of my games (I don't exactly remember if it was working or not as I coded way to many Audio Managers in my time) and I hope to also add it to my [tools that I also used in jam](https://github.com/DockFrankenstein/qASIC/blob/main/Assets/qASIC/Audio%20manager/AudioManager.cs). Here's an example (please excuse bad code, I was bad): ```CS public class AudioController : MonoBehaviour { public List<AudioSource> tracks = new List<AudioSource>(); public List<bool> isBusy = new List<bool>(); public int CreateTrack(AudioClip audioClip) { AudioSource newSource = gameObject.AddComponent<AudioSource>(); newSource.clip = audioClip; newSource.loop = true; isBusy.Add(false); tracks.Add(newSource); return tracks.Count - 1; } public void Play(int trackIndex) { tracks[trackIndex].Play(); } public void ChangeVolume(int index, float volume) { tracks[index].volume = volume; } public void ChangeVolumeSlowly(int index, float volume, float lenght) { if (!isBusy[index]) { isBusy[index] = true; if (volume > tracks[index].volume) { StartCoroutine(InscreaseVolume(index, volume, lenght)); } else if (volume < tracks[index].volume) { StartCoroutine(DecreseVolume(index, volume, lenght)); } else { isBusy[index] = false; } } } private IEnumerator DecreseVolume(int index, float volume, float lenght) { float currentVolume = tracks[index].volume; while (currentVolume > volume) { isBusy[index] = true; currentVolume -= Time.deltaTime / lenght; tracks[index].volume = currentVolume; yield return null; } isBusy[index] = false; } private IEnumerator InscreaseVolume(int index, float volume, float lenght) { isBusy[index] = true; float currentVolume = tracks[index].volume; while (currentVolume < volume) { currentVolume += Time.deltaTime / lenght; tracks[index].volume = currentVolume; yield return null; } isBusy[index] = false; } } ``` Anyways, I hope I didn't bore you (I should probably stop writing those big comments) and keep up the good work |
| Oct 14 08:21:38 | 35m 44s | Nukaloid | ♥ 2 | Amazing experience. One thing that got annoying is that when all enemies die and you don't want to die you kinda need to spam space and enter as to not overheat. I know fixing that during the jam was impossible, but if you will even want to go on with this idea you will either need to rethink level design or implement some sort of combat and standby mode, where one let's you walk freely when there are no enemies in the room and the other one is restricting your movement. The idea of recharge stations is nice, except that they are only in one room. You probably ran out of time, but more levels should probably fix that. Your camera system is very nice, but some kind of speed button would be nice (eg. if you press shift the camera increases speed). Overall, this was a surprising well polished experience. Good job |
| Oct 17 06:31:20 | 70h 09m | Lumen Sphera | ♥ 1 | This game has some potential, but it's not perfect in any way: - keyboard and mouse support is essential and very easy to add - when falling of the map you can see it from the bottom (probably you would want to make a portal 2 style pit that has black unlit textures) - Sliding platforms apply speed to the character, but it's not indicated in any way and it doesn't make much sense (why is a platform going up launching me forward?) - Game physics are quite janky, I had troubles solving the last 2 levels as when I was being launched to the side, I was still flying forward and I was barely able to stop at the edge of the platform - in many levels there are those openable holes in the ground, which in some levels are used creatively and in other they are always open, so why can't you just put a big un openable hole there? - the openable floors have a border around them, but you just clip through it by no reason (even flying platforms that rise from the pit would be better) - some ambient sounds and more sound effects would be appreciated Except those things I enjoyed the experience. Good job |
| Oct 17 08:47:26 | 2h 16m | -Y- | ♥ 1 | One thing I can point out is that the game is in an odd resolution that you can't change. Sometimes it's hard to click on a small animated object (as the pixels move) and when interacting there was no clear way of exiting the animation. The pause was so long I thought I either didn't know which button to press or I was soft locked. Having more to do would also be appreciated |
| Oct 19 19:18:30 | 58h 31m | HONK III | ♥ 1 | This is an amazing game. Movement feels awesome and the level design is on point. There are some clipping models in some places but overall a very good entry |