Split by Zeit 2021-10-19T20:07:43Z
This is a good effort for LD, and with a massive team I'd imagine organization certainly played a factor in development. All in all, there's one thing this game does great, and it's the abstract feeling. I like the idea where each door has a silent environment around it and you open each door to a completely different game style. I think there's some general things that need a lot of polishing if you were to put out a patch, as there's good ideas here that are buried under some problems.
ROOM SEARCH:
The worst of these games is easily the search for shards-- a severe bug and feedback problems make it hard to play. the mouse cursor seems to be slightly off center and makes things harder to click on, while the objects themselves give no feedback. You should have any containers, drawers, etc. highlight when you hover over them with the mouse; that way, you can actually tell what you're supposed to open. I would also try to add some moving objects to the foreground, as I like the unstable room idea but it's a static image that ends up getting stale after a few seconds. A few moving objects e.g. a floating lamp or clock would make the scene more interesting to look at.
DUNGEON BLOCKS:
A good idea, but I felt like it was very hard to tell which areas would end up being blocked off. I would maybe swap every two moves with a sound effect instead. The other way I would expand on this game would be to add some kind of object you have to collect before reaching the end, with a much more relaxed move limit.
Another important thing: the pattern should not feel random-- it should be a maze. You should be rewarded for paying attention between movements to try to discern a path.
This is a visual thing, but when doing pixel art in Unity I highly recommend selecting the textures and setting the filtering to Point instead of Bilinear. This gets rid of the blurring on small textures and makes pixel art appear as crisp as it should look. I'd also add some kind of sound effect to the movement.
THIRD:
...not sure what this game was supposed to be. I'm going to guess it was cut for time, which is unfortunate but understandable.
OVERALL:
Finally, I'm going to have to really get critical about this: the narrative really didn't work for me. Again, this criticism comes with the understanding that you worked under severe time crunch and only had so much time to do everything, but for criticism's sake I'd still like to give some suggestions.
My main issue is that the games themselves didn't feel like they had anything to do with the subject topic. I feel like I played minigames then got a screen where I made a choice-- the games had no actual bearing on the story other than a pass/fail check. The characters themselves didn't say anything comprehensible, so until reading the description of the game I had absolutely no clue what was happening.
As others have said, I don't know what the clock was supposed to represent. The same goes for the dungeon, and the shards, and the personalities. These elements really don't mesh together because I don't see a single connection between them.
I think the game needs some more consistent symbols and goals between the experience to give the world some sort of cohesion. Otherwise, it feels disjointed and none of the games belong together.
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I don't want to make this comment entirely negative as there were some neat things here. Conceptually I do like the game, and the art and music were actually quite good. I'd probably give the game another look if you put together a postjam patch with fixes and a more polished narrative.
To sum up my feelings on this, I like the intent and the attempt to make something cryptic, but I didn't understand the final result at all. There is still potential for more here, and I'd definitely give a revised version a look. Even if things didn't really turn out as you hoped, I'm interested to see what your team does next.