Mission to Io by DeathBySnail 2018-12-10T13:36:03Z
The music is awesome!
Foon → Ludum Dare Explorer → Users → Dock Frankenstein
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Chains at the end of the tunnel | jam | 3.62 | 3.25 | 3.75 | 3.50 | 3.62 | 3.25 | 3.75 | |||
| 2025 | 57 | Depths | 👥 | Where is Jeremy Wattson? | jam | 341 | 3.67 | 3.37 | 3.56 | 3.20 | 4.17 | 3.19 | 3.73 | |
| 2023 | 54 | Limited Space | The ECRU Experience | jam | 672 | 3.45 | 3.77 | 3.12 | 2.83 | 3.06 | 2.97 | 4.00 | 3.63 | |
| 2023 | 52 | Harvest | 👥 | Overroasted | extra | |||||||||
| 2022 | 51 | Every 10 seconds | 👥 | Estolec | jam | 3.00 | 2.50 | 3.00 | 4.00 | 4.00 | 3.00 | |||
| 2022 | 50 | Delay the inevitable | Overheat | jam | 1213 | 3.04 | 3.04 | 2.62 | 2.67 | 2.64 | 2.13 | 2.07 | 2.32 | |
| 2021 | 49 | Unstable | 👥 | They need attention | jam | 987 | 3.34 | 3.03 | 3.31 | 2.96 | 3.72 | 3.65 | 4.12 | |
| 2021 | 48 | Deeper and deeper | 👥 | Power Station Beta | jam | 1478 | 3.18 | 2.97 | 3.06 | 2.64 | 3.37 | 3.03 | 3.23 | |
| 2020 | 47 | Stuck in a loop | Reactor Cycles | jam | 1518 | 2.84 | 2.42 | 3.65 | 3.23 | 2.80 | 3.05 | 2.63 | 3.21 | |
| 2020 | 46 | Keep it alive | 👥 | Pandonteus | jam | 2158 | 3.02 | 2.66 | 3.09 | 2.90 | 3.52 | 3.27 | 3.40 | |
| 2019 | 45 | Start with nothing | The items, that change everything | compo | 353 | 3.18 | 2.99 | 3.29 | 3.64 | 2.93 | 2.70 | 3.35 | ||
| 2019 | 44 | Your life is currency | A.N.D.Y.R.U.S.exe | jam | 931 | 3.00 | 2.83 | 3.06 | 2.37 | 2.43 | 2.15 | 2.61 | 3.31 | |
| 2018 | 43 | Sacrifices must be made | Just delete them | jam | 774 | 3.10 | 2.73 | 4.09 | 3.57 | 2.44 | 2.83 | 3.00 | 2.85 |
The music is awesome!
Very amazing game. Love the music and the models.
The art style is really beautiful.
Really fun! By: A guy that doesn't like playing games.
Nice game! I suggest to edit your post to add the link for this game.
Awesome game. I love the music
If I was avake when I played this, it would have been really fun!
Nice music and artwork!
Fun music! I like the concept.
I liked the music. The game isn't challenging, because if you want to make the most money, then you just don't do anything.
Great idea. Keep it up!
Nice idea, but I don't see any sacrifices. Create menu is kinda buggy. When you click left mouse at the bottom of the screen the options are going of site. Overall I think this game is pretty nice!
The music was awesome. I like this game so much.
Amazing game!
The "unicorn sacrifice" is funny and the game is pretty fun! I was kinda sad that you didn't put any creepy music.
This game is so hilarious. Keep it up!
Very fun game! Keep it up!
Tak w ogólę, spodziewam się, że też jesteś polakiem, bo twój zwiastun jest po polsku. Jeżeli nie to...
Are you polish?
Trochę nietypowe, że robisz zwiastuny po polsku dla całego świata, który posługuje się angielskim.
Wiadomość do obcej osoby.PNG
Ups, podwójnie się wrzuciło.
Really fun game. I don't like playing games, but this one was special. I think that this game should get more attention.
Great game! This deserves to be seen by others.
Nice sandbox!
I don't like playing games, but for those that like I think that this is ok.
I don't like playing games, but for those that like I think that this is ok.
I don't like playing games, but for those that like I think that this is ok.
I don't like playing games, but for those that like I think that this is ok.
I don't like playing games, but for those that like I think that this is ok.
I don't like playing games, but for those that like I think that this is ok.
I don't like board games, when you can win only by luck. Besides that I think that I will play this with my friends!
Fun game. Keep it up!
This game was really buggy. Don't worry, just keep it up.
Kinda weird. I like it!
@ljay I don't like playing games (weird right) and I don't like difficulty. For people that aren't like me it's really fun.
I don't like playing games, but this one was special. My favorite part is when the game asks you to delete 4kb to make space for the game. Being the good child I deleted everything. Looking back I should have formatted my whole computer.
Really fun casual game.
This game is almost perfect. The art style isn't the best that I've seen, but the worst thing is the walk cycle. The sound effects that play when you're walking are a little bit annoying. Except that I loved this game.
I see that you used the tilemap system. There is a visual glitch with it. You should google how to fix it. It's really simple.
The graphics and the music are awesome.
Nice game keep it up!
Fun game. Keep it up!
Nice work keep it up!
Very fun game, but...
- First of I couldn't open the tiny version, so I had to download the big one. - The game was really laggy, but don't listen to me. I have 8gb of ram in my PC. - The game is too hard, but again I suck at games. - I fallen out of the building. I was also really impressed of how much detail you gave to the outside.
These problems are probably mostly my PCs fault, so don't listen to me. I loved the art style and the music.
I had an idea like that! This game was really suprising.
There was an animation glitch when I was first opening up the game. The scene transition didn't scale correctly. Overall I think that this game is hilarious,
@ecmjohnson it was probably because I clicked the full screen button and the transition was scaled to that small window.
Fun game. Keep it mind that this comment comes from a guy that doesn't like playing games.
Nice game! There are many bugs, but it's nice for a ldjam game.
It was peaceful game. I like games like that.
I saw the Technic that you used. The game makes a screenshot of your screen and sets it as the background. Nice
I really liked it!
Very fun game. You get that from a guy that don't like playing games.
That was funny. I wanted to make a goofy cut scene in my game too, but I decided to keep it creepy. Overall a very funny game.
Sorry. I tried but it wasn't working. I am a Linux user too btw.
I tested the game on two machines but everything was working. If something every level is in it's own folder.
I had so many thing when the competition started. There are some many bugs, but I was tired.
I am adding games that I want to play since Monday.
Funny story, there was supposed to be a leaderboard, but it was too late.
Good idea! Did you play the ludum dare version, ore the 1.0?
When you don't see anything on the screen that means to turn your music up.
@acr515 thank you for the feedback. I have bigger plans for this game. I will implement the puzzles and make those little Terri's that you mention.
It's kinda funny to me that you're calling the lost soul player 2, because he originally was another character that you can play as.
@colletto-gregory can you be more specific on what you want to be added to the game. I'm working on a new version and I take requests.
@vlad-ilisan this happens with all the games of ldjam 43. Just click more info and then a run button will appear.
@falak The music was really annoying and recently was remade. In the next version the music will be better trust me.
@justcamh Yes, it was hard, especially on Linux, where you had to type in a command to get there. I will probably change that in the future version.
@jevgeni-orehhov Thanks.
@jharler Thanks.
@sorlok I was thinking about this, but your suggestion probably won't be used. Sorry.
@kamekai Thanks. It will probably be a horror puzzle/adventure game.
@oda Thanks.
@toadietechnika There was a guy that didn't have mercy for the souls and deleted everything including unity files. The game was broken at that point.
@guoboism Yeah. I had only one hour to polish. That is why the music is so annoying. You should check out the new version here: https://dockfrankenstein.bandcamp.com/releases it's called "A walk cycle".
@linus You're truly a monster. You had no mercy for those souls. That's what you get. LOL.
@papaver Thanks.
@evbo Yeah, it's impossible to make controls like that. If you really like the keyboard you should buy a steam controller. It's very nice if you get used to it.
@querk Thanks.
@psychedelia Thanks.
@jaknak72 Thanks.
@ecmjohnson Thanks.
@johnny-turbo There were supposed to be puzzles with buttons not gates cables, doors and other stuff, but I didn't have any time. Also I didn't broke the fourth wall. I DESTROYED IT!
@neon I'm thinking about releasing the game on steam, with improved everything. Although I don't know if steam would allow something like this.
@fashionbatman I'm thinking about releasing the game on steam, with improved everything. Although I don't know if steam would allow something like this.
@negativice I had literally 1 hour to polish. Sorry.
@falak The music was really annoying and recently was remade. In the next version the music will be better trust me.
@justcamh Yes, it was hard, especially on Linux, where you had to type in a command to get there. I will probably change that in the future version.
@jevgeni-orehhov Thanks.
@jharler Thanks.
@sorlok ZI was thinking about this, but your suggestion probably won't be used. Sorry.
@kamekai Thanks. It will probably be a horror puzzle/adventure game.
@oda Thanks.
@toadietechnika There was a guy that didn't have mercy for the souls and deleted everything including unity files. The game was broken at that point.
@guoboism Yeah. I had only one hour to polish. That is why the music is so annoying.
@linus You're truly a monster. You had no mercy for those souls. That's what you get. LOL.
@papaver Thanks.
@evbo Yeah, it's impossible to make controls like that. If you really like the keyboard you should buy a steam controller. It's very nice if you get used to it.
@querk Thanks.
@psychedelia Thanks.
@jaknak72 Thanks.
@ecmjohnson Thanks.
@johnny-turbo There were supposed to be puzzles with buttons not gates cables, doors and other stuff, but I didn't have any time. Also I didn't broke the fourth wall. I DESTROYED IT!
@neon I'm thinking about releasing the game on steam, with improved everything. Although I don't know if steam would allow something like this.
@fashionbatman I'm thinking about releasing the game on steam, with improved everything. Although I don't know if steam would allow something like this.
@negativice I had literally 1 hour to polish. Sorry.
This is the only game that I played to the end. Maybe a little too complicated, especially with bills or something, because my workers started making -300$.
I had problems with running the game. After some time I figured it out and when I opened it windows started saying that I had a virus. Lol. Overall a very good game.
My PC was really lagging, but overall it's a fun game!
This looks so goofy, but I don't have photoshop. This game shows that even if we have to work with just folders for our game, we would make something.
I love the retro artstyle.
I love the art style.
I love the audio jungle in the background
I don't understand it.
I love puzzle games!
I liked the music.
My favourite game of this ld jam.
It reminds me of my game from the last ld "just delete them", where you had to delete files in a folder, to delete objects inside the game.
When I reseted my slime and made another one all I got was the planet with a text defeat.
It's so relaxing!
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
I love tower defense games and I had a great time playing this.
Trying to avoid selling your life. YOU CAN'T!
(I love this theme)
It's so beautiful!
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
The light offset makes turning around weird. Great entry!
Oh, the story... I'm sad.
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
It was so great! One of my favorite of this jam.
I have the second place!
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
One of my favorite games of this ldjam!
I had the same problem like nexusviper. Sorry that I couldn't play it, but it was probably a good game.
It was really buggy. Especially the character animations. The legs were sometimes flickering and the 3d printer is sometimes in front of the player and sometimes in the back.
The art style is great and characters conversations are a little bit repetitive, but they keep the player entertained.
The chill mode is really great, because I just wanted to listen to that music!
It's really relaxing.
Nice glitching effects!
The robot is so cute!
A really fun game. Sadly only 2 levels.
Yeah, when I pressed the poster several times I got 2 keys. When I used one of them on the third door it just kept reloading.
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
I think that the sound effects are too good.
I had only two problems: - Movement is slow and boring and too clunky even for this game type. - The cop glitched out and was flying around the map.
Love to see this release as a full game with different maps.
Nice. Very fun!
Wow, one of the best games of this jam.
Keep going!
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
I just had problems with the wall jump and the lack of challenge.
Short but fun! If only it would be longer.
It was weird and interesting. I really enjoyed it!
Good game, but the time between every animation is so long.
I don't like the tank mouse controller, but overall this is a really pretty and fun game! I miss the exit button.
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
It's relaxing at it fits the theme.
Where are my BATTERIES FOR THE CONTROLLER!!!?!?!?!?!??!
This was so fun! Although it was surprising to suddenly have a speed up version with a bunch of squares to color.
I have a problem with the platforms. They are sometimes too far at the beginning.
That was really fun. Only the walls in the first level annoyed me.
I don't like the tittle art and my browser lags. Very fun! It can be even used in school for "educational" reasons (although it would lag even more on a school PC).
A really good and polished game.
Only got to the 26 flour.
The menu is good, but you can't click anything with a mouse. Enemies get stuck on the stairs and they can't see you if you were standing on stairs below the flour. I liked that they did that, because I wasn't stressed.
When I sold the language chip every text started freaking out, which was so cool.
Fun to play and the big robot is really funny.
Wow, the music is amazing!
I don't know why people aren't playing this game. It looks nice and it's very fun!
Nice voice controls!
Very fun, although the main menu is a little bit ugly.
The controls are great, except there isn't a way to make the game full screen.
@saering Sorry, I forgot to add that there are 7 days in total.
@lovetocode999 Yeah, I know. I just didn't have any ideas.
@boris My last game was compared to doki doki literature club and now pony island. Nice!
@jeremia First suggestion: I will probably implement a GOD MODE that is unlocked, by completing one ending. I had a script, that helped me skip days and do other stuff, so it would be easy to implement it and it would make the game better. Second suggestion: No. Third suggestion: I know. I have no idea how to fix it. People are saying to make the input field, but it triggers, when you click on something else.
@saering I want to add a text before every cut scene that says "Day 1\7". Thanks for suggesting.
@noobexception I know. I just didn't have any idea.
@falak Thanks!
@centauri No, the PC just had an empty placeholder sprites that represent computer components XD.
@leinades I know. Every game needs SPICE!!!!!
@tangiblegames Sorry to hear this. On day 3 I patched a bug, that if you hit the invisible YES or NO button, the game froze.
@neowedge I want to make a public google docs document, for people that want to get the bunker ending (aka. the good ending kinda). Sorry, to hear the resolution was broken.
@ursagames K.
@hugzfnr Again, I didn't have any idea for the music. Also thanks!
@dk5000p If you still want to finish it, then use the answers: https://docs.google.com/document/d/18zQmnqKjse7E6A7jYpxGJuM5rkK2ZojtG3MsogZNihk/edit?usp=sharing
@nakami Yeah. Someday I will pick up this game and add some other tasks like: turn on the power generator, because something infected the whole facility.
@tamail Sorry, I just didn't have time, but I think that I've made even the happy moments scary, because of the music (music is a jumpscare lol).
@simon-rahnasto Wow! The first version made couple of years ago had the same problem. There wasn't even a password confirmation that have made the password thing a lot easier in this case. Nothing I can do about it.
@angiemon I'm making a GOD MODE!!!!1!! that will let you skip days and play around and the submit button is annoying me to, because there isn't a clear way to fix it.
@jsd Well, I sicked to the original questions from the version made couple years ago. That's why everything is math! I though that players would just use a calculator and that's why it's so hard.
@ecmjohnson k.
@soggybreadhands Yeah, I should have added something like: "Did you know that your computer's name is BLANK?". I've tried making A.N.D.Y.R.U.S. goofy, but I should turn some things up a bit.
@pl4typus a
@pl4typus a
@pl4typus I've made the story, when I was 10 years old. OK?
@miu It's better that I add a text like: "I was programmed on a qwerty keyboard and I don't know what QWERTZ, AZERTY and other keyboard layouts mean.".
@dk5000p As I said: GOD MODE is still in the making.
@daria-toni I run out of time for the music.
@alex-kpojb I was probably going nuts with the theme while I was brainstorming. Here's the meaning: Your life is just currency for him. He's making an army of himself , so better answer thouse questions right, or he will see potential in you.
I can't believe, how the movement is so good for some reason.
It's quite relaxing, until you will get 4 customers with 4 orders each!
Holly, this game is hard. Also, my graphics were set to this one.
Great game. The art style is super cool, but one question. How did you get itch.io to display unity game in fullscreen without a small window inside a small window?
Those, FUnctional spikes!!!!!
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
You've played mine, I've played yours.
Only, if there was a main menu and a way to exit the game without hitting alt f4.
I need to find some friends to play this!?!?! https://www.nimh.nih.gov/health/topics/depression/index.shtml
The level is quite confusing, but it's a great entry.
I've played this game in a video.
https://www.youtube.com/watch?v=5xDIFZyRjY8
I was lost, but oh well. I like the mags face.
Nice website messages.
The only problem that I experienced was that itch.io makes it's own separate full screen button, so there are two (itch.io and unity)!
The left buttons were outside of my screen. I had a great time despite that.
It was really fun. Can;t wait to see your other creations.
I tried running it on my linux laptop, because my windows workstation us trying to delete crap, because I have 0kb left. After I tried opening it up this showed up. Screenshot from 2019-05-01 11-35-10.png I'm going to play this on my pc, after it will finish deleting.
The reason why I have Linux there is that Windows 10 launches in only 20 minutes!
I've played it on my PC and it is great. The controls were a little bit clunky, but that's the art of this game!
Collected very nice cats!
The game looks so good. The droid guy is so cool, but there's only the test map. I fell out of the word. Enemies can't see me and there's nothing to do. Well, but at the end this is unfinished.
It's really well balanced. Well done!
I don't even know how to kill an enemy without killing yourself.
Really fun! Keep going.
It was something... interesting.
DUDE!?!?! 4 controllers? Do I look like someone who has money to you?
I have only 2 xbox controllers and steam controller (i can rewire it), but maybe, you can make a version, where you have to use your keyboard: WASD, TFGH, IJKL, Arrows. It could be really fun to controll.
Fun multiplayer game, but I don't have any friends.
Well, I couldn't get rid of the enemy, when he was near me. He just stayed there beating me and my minions stayed in place.
I really like the mood. I can film the alarm going off on the ship. Also... SPACE (bar)
Very cool!
I gave up on that select puzzle. It was really confusing. But the game was fun!
If you could add more sprites. It gets boring after a while. Except that, it was fun!
Really relaxing
It's fun but when I exited the upgrades menu everything went black.
Nice management you have going there.
A simple farming game, but there isn't any kind of art in here.
Really funny.
This was fun!
Nice game play. If there were only no default unity buttons and that unity preferences window.
I just didn't touch anybody. That's the best way to get thru life!
Fun audio. The music is also great!
Interesting. I couldn't color the second flour thou.
It was really fun! Keep it up
What a nice cat.
It was very fun!
Nice entry!
Uff, that walking. Just use a walking chair!
This was cool. It seemed like I was watching a movie.
It was hard, but also very nice!
Very nice entry
Fun sandbox!
Very fun! The first part is a little bit grindy.
A nice platformer.
Okay, how can I eat what I've created? Are you just taking our creations away from us? We need a way of having our final product. I don't even know what flavor is green cream!
That helicopter scared me.
Very interesting.
This was interesting. At first I didn't knew that you can break objects, but when I figured it out it was really fun! If there was only something to indicate how long I'm going to spin.
Really nice and relaxing game.
It is confusing at the beginning. Except that, good job!
Good game!
Nice game!
It's like baba is you, except math (just for nerdy people at Ludum dare).
Wow, it's so creative!
The walking is slow and not responsive. Nice entry!
It's almost great. I had to wait for the platforms for a very long time and the game play is really shaky. Despite it all one of the best games in this Ludum dare.
Nice, but that default unity preferences windows and those default buttons hurt.
The controls aren't that great, but it's a very interesting idea.
It's so fun. The generation mechanic is so excellent!
Very cool game. If I stayed in front of a door for more than 0.5 seconds it wouldn't register my actions. I had the same issue once. Just select in rigidbody or collider (I don't remember which) to have continuous collision detection.
Ah, I love that the good ending is killing humanity and the bad ending is loosing couple of dollars. Good game!
It's like a reverse (whatever the game was called). Its fun, but if it would have more music.
I like the computer. It reminds me of my jet engine.
Yes. GO DUCK TEAM!
The music was glitch. It was a nice entry.
Very nice!
This was nice!
Very good game. It was quite funny.
That Noa broke me.
If only I could change the fov. I'm feeling like I'm sniffing all walls (btw. that's what I've been doing in this game)
They smelled nice.
Wow, I actually had fun playing a ludum dare game! The only problem that I encountered is that sometimes my fishing rod doesn't pick up an item and I have to wait for it to retract. Very fun game.
The sprites were misaligned and you have no screenshots anywhere. It was a fun game.
The art style reminds me of some old games I've played and that start sequence is awesome!
This was a really fun game. The art style is beautiful and the game play is amazing. The only thing that annoyed me is that unity presets windows, where I couldn't even adjust my screen resolution to my 1080p screen. Try disabling it and enabling windows scaling in unity preferences, so that you can resize the game.
Really hard. But okay!
It's fun and quite rewarding. Good job!
Amazing. Keep it up!
Wow, that's intense.
Very creative. Keep it up!
Very good game! Those little enemy buddies scared me when they suddenly poped up near me.
Good game!
This was amazing! What a nice sandbox!
The player's collider should be smaller, but except that it was very fun!
Good game!
That was something. It was a very interesting idea. Fun puzzle game overall.
Really nice and relaxing!
It was confusing to "grow your wolf". Except that it was pretty alright.
Neat little game!
Yes.
Very nice!
Had problems login in, even when knowing the login and the password. A really fun concept!
Nice puzzles. Keep it up!
Well I guess the theme was alright (Halloween themed). Very fun!
The character is really cute. I can really feel like I'm controlling it.
Nice sandbox.
Music was a little bit too squeaky. Animations felt good and the little character was sometimes too slow. Would be could if I would be able to speed / slow the game.
Well, the game is really cool, but makes a lot of design mistakes. First of all, why is there a reset dialogue button at the beginning? When I open the game I don't know what it does and even if I would know, why isn't it automatic? Secondly, there's a wall of text at the beginning that just makes me bored, so if you could introduce mechanics one by one, or add a simple tutorial, it would seem more simple. Actually, Just telling me, press on the human and cards takes care of everything, since I will see easily what it exactly do. The game is simple, use it to your advantage. Also I actually thought that you need to get to the goal, to finish the level and I was surprised to see, that the goal was actually a robot. It looked like an exit. Sound effects are awesome, such as the music. After learning the gameplay it was fun. Good job.
@harry-alissavakis still, if I play on webgl, the thing is useless, also you didn't specified what that button does also, the dialogue can be easily skipped by spamming the mouse button and to finish the thing of, there will be maybe 1 person that will play this game more than once. This is just how game jams work. Also, if forgot to write it earlier... the exit button on webgl just gives you a nice warning message and freezes the game entirely.
The overuse of default unity sprites is worrying. Also the main menu is just a picture of a man on a black background. Every level was easily solvable, by just connecting an input to the output, except the final level, where I just created a simple gate to make the signal less frequent. The game missed polish, sound effects would be good, more shading to the graphics and the whole menu overhaul is also a must. All the windows were really annoying, since I had to read a bunch of text to do anything and they were just piling on top of each other. The idea is really good, but the implementation is a little bit clunky. I'm guessing that the mechanic has taken you most of your time and you rushed the UI and menu. A post jam version that would fix those issues would be nice.
I think the game was way too long. At the start there's nothing much happening and at the end it's impossible to do anything, since there's a new enemy every second. It was fun
I don't mind a virus that makes everything a cat picture.
@yvanor what do you mean? The fixed version aka, the version that was made during the jam, but lost thanks to git had fixed the issue, fixed the audio overlapping and every video. Yes, the creature is buggy, since it turns out, the programmer responsible for the throwing did it in just simply adding a force to the object and waiting .1 seconds x10, without even using a loop. We'll try fixing it in post jam version (if we will make one)
@xart2012 ? Do you mean level 6? You are supposed to hit two levers at the same time, then break the box and finish the game. This behavior is really strange. You should lose only one life not two.
You should have rearranged some levels, so that the difficulty increased and wasn't just random. Also in some levels there were battery's that didn't have any purpose. By picking up the battery the number would glitch out for a moment, where it would decrease and increase it The music also was cut between levels. Except that, it's a really good and solid game.
Wasn't a fan of the main menu, but it is actually good in graphics, audio and gameplay. Well done
Well, the animations were quite bland and since it was made in unity I'll just say to use animation curves more. Also I went by the spider by dying 3 times and jumping over him. Now, dying feels more like a mechanic to solve puzzles and not as a way to punish the player of doing something wrong. This being a sound game it makes dying feel out of this place, since there's no way to actually die with consequences. Also, this game was based on sound, but I can't really see any point of it. I just walked and ignored the light that was following me, because I had to jump and wait for it, because if I start moving it will just stop. The spider chase was cool, but again, it was just walking, there was no tension. But actually seeing him go in many places was the best thing I saw on ludum dare. Talking about the art, the player is just a cube with eyes and the light is also pretty boring. The ground was made out of black squares and some were angled, which I thought were spikes, but they weren't. There were spikes later for 5 seconds, before they were never found again in this game. Spider was very cool looking, but the part, where I bump into him was anticlimactic, since I already saw him on a screenshot. As a first entry, you've done quite well. The game isn't boring and it ends before you want to close it. Well done.
Nice circles. Very round. A square is a circle, because a light in a shape of a square emits a circle
Good graphics, good music, but it was kind of confusing to me. There wasn't any feedback when I pressed the arrows so I thought the game was broken. Except that it was good
Small tip. Disable windowed button on webGL. It doesn't make sense.
Good game. Still, you can just try disarming over and over again until you win
Good game. The music was a little bit out of the place. It felt like random instruments mashed together and the strings felt like synths
lol, you can't even go to the main menu when you get the ending. Gotta get fixin soon
A Very solid game. So much polish, good sfx, good music and all. I would suggest making controlls more snappier, since I sometimes had troubles aligning myself (maybe do something like in portal 2 where the character aligns itself to a portal, but don't do it to violently). Also, people don't like downloading stuff, so you know
Yep, shooting doesn't work. Good music and graphics, but I think something happened to UI. The text goes offscreen. Please use the picot settings fe. stretch with screen or whatever. Also if you're using a pixelated graphic for the menu change it in the import settings to make it less fuzzy
Good work. I don't like scratch, but it was fine. Sadly the game stopped working after destroying a rock
Good game. One thing. If I press back on the door I get teleported and I need to redo it. Also the minigame felt really buggy. Also pro tip. Change the version to HTML on ldjam.com, so that more people will play it as it's a browser game
Holy... The sound design is so great. The game is almost perfect. Only the movement feels kinda wonky, since walking up walls and changing position feels like the character is struggling
Good game. Just plain and simple
The melody could use some work (doesn't go well with the sound effect), but it was rather good looking and fun. Nice transitions btw
I'm just playing other peoples games after the jam and see if I got a harsh score, or were the other games just amazing. Not sure, I fell like I should have gotten a better score. Oh well :/
Good game. Maybe at the start it's too easy for too long so it gets boring but then it gets really exciting. The controls are a little bit strange, sine I normally expect pressing left mouse button to place something but you can get used to it
So the game is fun, but I realized there is nothing stopping me from just spamming the space bar. So the whole radar thing becomes useless if you think about it
Good game, would be fun on a phone. The difficulty is good, since it's not too boring at the start. Audio isn't that good since that beeping if it's used too fast, then it sounds bad (scared me the first time).
Okay, I have about 17 minutes to post this: the mood is amazing, not sure where you got those little girl whispers, but good job. The controller seems wonky at times and the whole text every 5 second got annoying. Also the motivational quotes felt like a cheap way of adding depth. I don't say they are a good idea, but they need a base to work. Graphics were nice, but the ground textures felt like just ground slapped together quickly. The gaps don't fix anything with that. At the beginning the drawings were amazing. That's probably where those first days went ☻
Would like to see an updated version with some of the things fixed that I addressed. Good job
Such a good looking and fun game. The story is nice the artstyle is amazing and sounds sound the best
@iaandrei @unbansheee could you tell me on what level was it or at least describe how it looked like fe. level after one where you go down a platform. If it was level 4 then you probably didn't get what to do there. You had to quickly go onto the platform and activate it to dodge the fragments
@t90 the laser already produces a humming noise and the triangle isn't as simple as you might think it is. There is a collider that dynamically changes it size depending on the distance between it and the player so that the activation point is accessible everywhere
@sigill yeah, the fragments AI is on the top of the list currently, since you can easily dodge them fe. level 4. Fall damage was introduced, so that you couldn't just skip the 3rd level (the introduction one is listed as level 1) and I was surprised to see that many people didn't know what was killing them there, since I thought it would be easy to understand with the loud sound effect of approaching enemy, shine and placement of that hole where they came from. Endings also still don't work sometimes so that needs to be fixed soon
@chrispy977 I don't think antichamber is related in any way, since we aren't bending time and space. Yeah, level 4 is one of the buggiest ones, where you can easily bait fragments to kill themselves. We are already working on an improved AI that will be harder to exploit. The announcer is just text to speech. We couldn't use our voices, because of our polish accents and the lack of microphones. If we would like to expand this game voice acting will need to be added. We don't have much contacts, nor ways of improvising. It sucks, that we wasted the final hour on git. We wanted to text, but it was too late for us.
@leorid yeah, the good ending doesn't work. In the jam version if you collected all of the yellow particles you would get it, but because level 3 got corrupt it somehow it's not working. If you really want to get it you need to start the game and type in: scene level6 in the console. The game won't count the previous levels so you will get the good ending probably (in the fixed version). In the post jam version that we are making it will work even when you collected 80%, so more people will get the good one. Also you gain electricity with collecting those fragments, I've put a tutorial on the itch page
@kotzi The itch io is listed as newest release, which is the post jam. In that version I improved the AI so that you had to solve puzzles and not exploit them. You can still have the jam AI by typing command ai 1. I've also added a tutorial and explained it even on that page. The first level with the blue ball doesn't even have a lose condition. It was supposed to explain the mechanic of the fragment having to be discharged. I'm really confused if your version corrupted or what happened
@kotzi I think you meant level4 with the two fragments behind you. The idea is that you trigger them and activate the wall so that they hit it. I saw many people just activating the wall and walking away from them, which kinda ruins the illusion that they have AI. Then you just jump onto a platform and lift it. Didn't know things are that hard, though
@gustavo-christino Thanks for the feedback. As I have never experienced people suffering from nausea by playin 3d games, but there will be FOV setting, mouse sensitivity in the future. I the post jam version we didn't want to alter the game too much (not changing the level, except level4, since it was a mess). UI and menu weren't altered either, except minor fixes (input settings kept being reset every time you loaded a scene). Although there were plans for a pause menu settings, we gave up on them, since it required some UI design and some new scripts.
After seeing your playthrough I realized you got stuck on the third one. I'm not a fan of it and it will have to get reworked in the future, or completely changed. The game in general is a mess, since currently the AI is having identity crisis. We didn't want to create a puzzle so efforts were made to make this game action packed. That's why in the 5th level there's glass breaking below you and enemies flying at you. As you might have realized, we failed since a lot of people still treat it like a puzzle platformer. A great example is level4. We intended for the player to quickly jump in front of the enemies and activate the wall, to make them hit a surface. Most people just activated the wall and hid behind one of the pillars. In the post jam version there was even more confusion, since we didn't account for people doing that, so hiding behind the first pillar does nothing, while the second one does. I am still trying to figure out how they should behave, since the original concept of them hitting a surface is rather more suited for action, not puzzle and the whole "collecting" thing isn't suited for continuation of this project.
Story was quite simple at the time and in the end it became so balanced, that it was confusing to some, but encouraged them to find out more (like different endings and explanations). Keep in mind, that the narration was changed a bit in the post jam release to make it less confusing and work as a tutorial, not a game manual. If you found bits of it funny, keep in mind, that the "funny lines" were added later.
As I mentioned by now level3 isn't that good. I only saw one person figure it out so far. It's rather confusing to have fall damage, while getting the player to jump down an elevator shaft at the end of the game. Also since many people compare this game to Portal2, where there isn't any fall damage it gets even more confusing. This level is harsh, but without the others wouldn't be as simple and cool (as technically it's still a tutorial that teaches you rather harshly how to avoid and defeat the enemies). We tried fixing it after, by adding screens that would tell you to look behind you (many people didn't even know why they were dying), but that created even more geometry which also created more confusion.
Finally: the harsh nature of the enemies. We are aware of that (hard to know how people will play the game, when you know everything). For now the project is idle mode (we have some things to finish before we can focus on it), which means nothing is going to change any time soon. We are planning on adding outlines that you can see through walls, visual clues and also some effects to make you know that something is nearby.
There's a lot of problems to be solved, mechanics to be changed, things to be coded and work to be done. We are ready to take this project to another level, but for now thank you for playing
@shoc I think I know what you mean: the sparks are supposed to be one hit KO (we will change that very later, don't worry) and they were actually supposed to be faster and more impossible to avoid. Their hitbox is extremely small already, since they kept hitting the walls, so I guess you mean that the player collision should be smaller? But if that was the case, then what would be the point in every puzzle, when you can dodge enemies?
@cdunham Yes, we are planning on adding an outline visible through walls + a bunch of other ideas, that we will have to test if they will work. The health idea was supposed to be implemented, when the game was supposed to be an action platformer, but in the end we've decided on puzzles and got rid of it. The whole puzzle element is currently being reworked, since it was really a mash up of action + puzzle. We are planning on removing path finding and adding some kind of way of "returning back to idle mode", but that's still just a concept. Your idea of pushing blocks around seems cool, but keep in mind the game is based around "you control power", so that doesn't make sense as a puzzle element. In fact there are already moving walls in some levels (technically it's a platform, but without a fancy model, but who cares)
@coleslaughter wait, but weren't I there? I mean there was like 5 of me
@jrevel so just by hearing this: you played the jam version. That's fine. Not for me, but that's fine. During development we tried avoiding the "puzzle" genre, by making it more action packed (that's why there's glass shattering in level5 and things flying at you). I really have no idea how to fix the not understanding part. We tried everything: changed dialogue that tries to catch your attention by throwing jokes sometimes, a safe glass sealed level, where you could see it for yourself. We even explained it in the itch page. Maybe by switching the order of the activation tutorial and the "orb" tutorial would fix it, but we wanted to keep the game as jam level as we could, by enhancing the mechanics and such. In level3 (the platform) there are now screens which tell you to look behind you or to watch out. Recently I've made a shader, that could show you different icons through walls. These icons will be added to all enemies and points. After the jam we have the intention to update the game once more and then focus on it more professionally. Also about the range. I don't get it. The range is well above the length of the level. Only rules are that: the path cannot be obstructed (electricity through walls isn't that realistic). If something you could check out the post jam version later, or maybe checkout the dev level (by activating the console - remappable in the settings run: scene game)
@asdehielo As I mentioned above. We tried making the game more action packed. We failed. That's why there weren't any puzzles to speak of. Also, not sure about speed. They are supposed to be instant kill after all. In the future the whole concept of enemies will have to be reworked. We have some ideas, but it's rather difficult.
This is such a fun game. The controls feel amazing and the artstyle sells it all
This was an amazing game. At first I thought it's an RNG simulator, but no. It doesn't drag out for too long, has nice art and it isn't 100% depended on random numbers. The progression was fun, although it could have been a little bit more difficult.
Also sound effects would be nice (idk, splash water or something) and music was a little bit annoying. It's just the same instrument jumping at you and sometimes percussion. I'm not sure but it sounds to me that maybe it was made in bosca ceoil. Unless you really know what you're doing making good sounding music in that repetitive app is hard.
Another issue were the default unity buttons and text. I hope you used tmpro, but it's a lot simpler to make simple text or make the squares blocky (remove the default unity texture). Maybe it isn't like this now, but unity was always the "asset flip maker" and things like the early made with unity screens were really bad for your game, because it was like telling somebody "this game is bad". The default unity UI textures are outdated and quite ugly. Also they get used a lot still and are low res. As I see you can draw. That's great. Draw a square with rounded corners and replace it. Also a different font would be nice. Just look up a font on google fonts or dafont, check if they don't want money (most of the time they don't) and download it.
I don't think the tutorial was quite necessary. I just couldn't understand the interface that well at first. But that full screen, unformatted arial doesn't give an appealing look.
Also change the itch page. Change colors, and write a better description. Just go on about anything and make it works.
This was quite a long review, hope it helped, unless you just kinda put the game out and left it there.
Okay, so: the character controller was sometimes wonky (my vague understanding is that you've made the ground check with a brackeys tutorial, where he used a point, instead of a sphere check, so it would be better to replace it with it. Also keep in mind that you can also jump on triggers as they are technically still a collider. Another thing is with the walking sounds, to have a timer that doesn't reset every time you stop, maybe reset when you hit the ground) and sometimes I would peek through the walls to see the default unity skybox, which you could have just replace with a black color or better, fix the clipping of the walls. Overall it was interesting.
About the menu: you were using the default unity sprites, which don't have the greatest reputation. It only takes like 5 seconds to replace the sprite with none and make it look better (or you could even make your own). Also the quit button doesn't quit on webGL. It quits the player, which confuses the browser. Normally people don't want to quit, but just to close the page.
Another thing: voice acting. It kept me accompany during gameplay, but it isn't good. I understand text to speech, but it's one of the most overused voices in the whole internet. I too used text to speech and many people didn't even believe me. I used [Microsoft Guy Online on this website](http://onlinetonegenerator.com/voice-generator.html) which isn't the best, but it's fine. You could search for other websites and other voices, but those ones weren't that good. The ending sounded good, when the voice was more deep all of a sudden.
At first I was stuck, as I couldn't open the chest. I guess you have to stand on it? It's very confusing. It would be better to just have it under E. When I hold something and press E on nothing it plays a sound that seems very out of place. Another thing was that I didn't see the levers. The easiest solution would have probably been to color them differently. Also I was able to pick up the green and red gem at the same time and they clipped through each other, so I guess that's not an intended mechanic.
For the graphics: good selection. I wouldn't say job, as you didn't make them (since there is no graphics category in rating). But they looked rather nice. Nothing seemed out of place , which was surprising. Only issue was with lightning. Some objects shine light when I hold them. Well the lightning didn't want to follow me all of the time.
Performance: not great. I have a good computer and I understand that WebGL isn't the most performant, but it wasn't great. That and the fact that mouse sensitivity was very high (happens on WebGL, the window is low res) didn't make it appealing. Would prefer a windows version :/
Overall: Good job. If this is your first game I'm excited about your future. Mine first jam game wasn't as good as this one. Not even close. I hope you can manage your own code and not have a mess that will bite you later. Another thing: don't make this a full release. If you are beginning you will never finish the full release. And if you do it won't be that good. Try to improve and when your projects will be stable, do something bigger. Good job
Forgot to mention (too lazy to edit hehehehe): thank you for not making your own music. Sounds strange, but I feel that pure silence and the sound of walking were enough and no bosca ceoil 8bit music would have made it better.
It was fun figuring out things, the violin part was nice. I noticed that you've been using 8bit sounds, not sure if it's from bosca, but the violin sounded bad when playing too many notes too fast. Music was randomly cutting of probably because of the transitioning. Controls were wonky and I even got stuck after building on top of me. Maybe if the music was a little bit longer, or there was more of it the game would have felt more moodier. For now this is an experience, quite nice and cute, but still needs some work
Good game. Sadly there was a big lack of responsiveness. It felt like I had to learn how the game works, before I could play. Something like highlighting or anything like that would be helpful. Also I don't know if you were able to die. I mean I died, but was that the only way then? On the third level I was desperately trying to see if there would be jumpscare or something, but it turns out I need to solve things in the correct order? Why are you highlighting them if I can't use them? The whole death experience wasn't that scary really. It was just slowly switching frames until they shot me, but that felt disappointing. If it would have been louder and the person on the photo and behind the window weren't moving all the time and suddenly they would quickly point a gun at me yes. That would have been scary. As a bonus effect you could have just cut off the music and make them stare at you. At first the TV seemed frightening, but that's all. Expected better scare factor. Or maybe I'm emotionless. Who knows
Good job on the effects. Audio was amazing and the artstyle was good. Also, thank you for not using default unity buttons and being more creative with the text in the menu. Also small bug: the screen faded twice when I died.
Overall, pretty fun experience. Good job
I am glad you didn't keep default unity sprites for buttons. It's surprising there is some actual generation. I think the waving effect looked good, but for a pixel art game, simple sprite swapping would have looked better (or if you used pixel perfect camera). On post processing: I think motion blur wasn't a good idea. It makes the pixels look blurry, which isn't the best idea for a pixel art game. Also: it's not a good idea to scale sprites, small baubles are 2x more detailed as big ones, since they are the same, but downscaled.
The pacing is rather slow. It would have been better to have more treasure scattered around and maybe big treasure?
Also if you question why am I playing after the jam, I'm just looking at others, because I want to find out if people really made such good games that we got 1k places in almost all of the categories or did we just get harsh reviewers
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
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
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).
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).
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.
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.
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
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
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
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
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.
Also, may I add: the performance is less than stellar. And I'm also starting to wonder if the messed up lighting is also a defect. I'm not sure what's causing it, but choppy framerate and high mouse sensitivity make the game fell unstable, but also make me want to stop playing
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
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
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)
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)
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
@mr-danh Most likely you just took a small peek and expected you gave him full attention. Doesn't really work like that, even IRL. You have to look for a couple of seconds depending on how long you ignored them.
@basset-romain I think having little feedback from the attractions make them more mysterious as you don't know what they are supposed to do. Once again I think you got stuck because you didn't look for long enough. On paper players should react quickly as they are scared of "the monsters"
@ryjcio I don't know what you mean. The game cannot kill you while you look at the attractions or they don't run out of patience. Yes, we forgot to include a tutorial, that's why there's one on the page. If you didn't know that congrats, not many people pass the first level even with that knowledge
@ryjcio I'm sorry, but that's literally the point of the game. You need to react fast and keep looking at the attractions
@bqq yeah, that thing is broken, although setting AI to 0 will kinda work like god mode, except... there is no AI
@joeshanahan Thank you for feedback, although I am impressed that you were freaked out by the "most pathetic jumpscare of all time" as we call it in level 3. We didn't have time for a sound effect or polish, but the idea was for it to slowly flicker in and out (at least that was my idea).
About the AI: you can see [in the source code](https://github.com/Outgrass-Studios/LudumDare49/blob/main/Assets/Scripts/Entity/EntityController.cs) that each AI has a patience level. This level has a limit and runs out when you don't look at them. If it reaches zero, it triggers an action (eg. builderman throws bricks). You can restore the patience level by looking at the attractions, but it takes some time (eg. arsonist: 4 seconds).
You were right about the colliders. We didn't add any compensation for picking up, so in the case of very fin rails it was hard to pick them up. Another mistake was in level3, because our system didn't support multiple colliders and the Owl has two. We use the collider for the wings so there are some angles where you technically see the Owl, but it still triggers.
Anyways, thank you for playing our game
An absolute amazing entry. Combat is really fun and the mood really suits the game. Very well polished, good job
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
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
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
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
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.
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
public int CreateTrack(AudioClip audioClip) { AudioSource newSource = gameObject.AddComponent
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
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
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
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
Great game. If only the questions wouldn't repeat as much in every company the game would be quite enjoyable. Sadly, it got stale after a couple of seconds. Changing the background or just colors would have helped the repeatability. More sound effects (even simple whooshes and mhm's) would be appreciated. Also, very good graphics
So the game is quite nice, but buggy. Sometimes I would fix code with a watering can and other time I was unable to unequip paper. Not to mention that if you finish doing the main objective the game keeps going without any challenge. Plus, if you leave the printer for a long time you can still repair it, but it doesn't count that as a fix. Also, I think you forgot to disable music looping in the main menu, it sounds strange.
Except that, it's an overall fun little game, good job
This was quite a fun experience. Although at first the controls felt a little bit unintuitive (in a good way) later I realized that they made a lot of sense. As for jam games, this game is difficult. Excluding that, good job
Great game, however it would be great if you could write how to play it on itch as I got confused fast. I love the marker and those computer sound effects. Great job
This was quite a fun game. I didn't need any tutorial to figure out what to do, but it was too easy. At first I was just sending bots to one company as I didn't know I had to supply the other one too and nothing seemed to happen until I looked out the window and realized: "Oh, these switches do something". It would be cool if there were more things to build and a bit more depth.
Graphics were good enough except the outside. It really looks like you did it in the last 10 minutes of the jam. Even stealing some textures from the internet would have done the job. Robots clipping out of black quads also didn't look to good.
UI was quite creative, except of the default unreal bars. It seems like you just didn't care about it too much.
Settings would also be welcome. Even mouse sensitivity would have improved my experience as I found it too high. Of course I know that most people don't have time for settings in a jam, but just a sensitivity slider could be a nice welcome.
Sound effects were good although after a while they got repetitive.
TLDR: With a bit of work this could be a good game
@theheheo Thanks, it was created from scratch during the jam. Glad you liked it
@ds-nahogara Yeah, I'm working on a post jam version that just teleports you to the correct place (instead of where you landed in the checkpoint)
@fatpenguin A lot of my friends told me it was hard, but enjoyable. I know making hard games isn't a good idea for jams, so in the post jam version I'll add a skip level button. Worst case scenario you can abuse the built in cheat console and noclip your way to the end if you really want to see the ending.
@mvasko2 This game was made a platformer specifically to not be a puzzle game. It never crossed my mind that it wasn't intuitive to look at a wall to activate something far away. I'll definitely try to improve in the future. However I don't see where you're going with the platform momentum thing. This game is a skill based platformer first, not a puzzle game. The only puzzle is at the end of level 1, if you can even call it that. Although I must agree that the introduction to platform momentum part was quite tricky. Me and most of my friends started jumping backwards after a while.
Overheating was originally supposed to be the only threat, making you pass out and end up somewhere else. But I must agree that with the current game it would be a lot more fun if overheating instead e.g. teleported you to completely different levels, all based on a completely different mechanic. And yes, the overheating is explained in the ending. I'm gonna add a skip level button in the post jam version, but in the meantime, you can open up the built in cheat console and run `scene level3` if you really want to see the end.
@noiyy Unity likes to move the cursor in webGL back randomly, I can't really do much about it. The thing with teleportation: the game teleports you to the first position on the checkpoint (which in this point was at the edge of it). It was the easiest option for me during the jam, which caused a lot of bugs moving forward. I'm gonna fix it in the post jam version
@ronanrory I agree about sound effects and music (I tried, trust me) an originally I was supposed to include more hints at the story in earlier levels + actual endings. I think you know why that didn't happen.
I also think that overheating isn't really as interesting as it can be. It would be better if it would disturb you while playing (e.g. moving your character or camera slightly).
@robonaut121 Thank you for your very long feedback. I personally don't like smoothed movement. Most of my games have an even more bear bones implementation without any smoothing even in the air. Yes, I've implemented coyote time and no, it works in level 2. I've tested it many times (and even now) and coyote time works in level 2 without eating up your dash.
And about the sprint key: I used to also not like having sprint for a game which doesn't need it (because why would you be not using it then without any downsides), but over time I've learned that sprint has become a industry standard. Now I just add it to every game.
About dashing: I agree. I even noticed this during the jam but there wasn't enough time to introduce a better option. Either a shorter dash or a way to cancel it would probably fix it.
Overheat: I would honestly prefer if it would teleport you between different levels, and not just to a previous state. But as you might guess, it's a jam game.
qASIC is a collection of well integrated tools, so there is no way to remove them from each other, unless you were to manually delete individual files (with would get extra annoying with updates). Every script is under it's own namespace, so you can easily have them in your project without interference. Additionally, most systems can be disabled in project settings.
Saying that though, I might introduce a way to remove certain features completely using preprocessor directives (e.g. #if DISABLE_FILE_MANAGER).
(btw, qASIC only provides a file manager for saving files, not save states. It's literally 2 scripts, so you can just not use them)
@ava-skoog The post jam version has a way to skip the levels in the pause menu.
Thank you for your feedback. I tried for a very long time to make sounds and music, but I couldn't make anything good enough :/ Sound design and music are 2 things I'm really bad at.
Good game. I think I can speak for everyone that most people don't like reading in games. A voice actor could really make a difference. Also, sound effects would be welcome. Good job
Great entry. I got confused at the start because I was typing the labels properly, but the game didn't count them. Turns out if you hold down shift or have caps lock enabled it won't recognize the labels. A simple `if (input.ToLower() == expected.ToLower())` should fix it.
Also this happened: Screenshot 2022-04-09 152105.png
Except these issues, it was quite an enjoyable experience (except when I got the 163 character long labels). Good job
Great game! I was trying to nitpick anything, but all I could find is that webGL audio likes to crack frequently (it might be too big for webGL to handle). I guess the only thing I can suggest is to make more of it, as it was quite short (as jam games are). Great work
Overall it was an enjoyable experience. The webGL version suffers from being a Unity webGL version and randomly flickers my mouse when I rotate. I didn't like the character movement (a little bit too sluggish for me and jumping cancels all of my momentum), but it was good enough for a puzzle game. Only bug I've encountered was that you can hold the cube under yourself and jump infinitely (typical mistake). Also, why did you put a wall in the celling hole, I wanted to go out of bounds, that's so cringe
I think it was a good entry. I would have preferred if the language wasn't so jokey and more history accurate. Combat wasn't that great as all I could do it press the mouse button until the enemy died. I also didn't really understand the ending. Excluding that, good job
I've been following the development of this engine for quite a while and I must say, good job. This is where my good points end, so if you don't want to hear mean things, stop reading now.
The game isn't good. Movement is really slow, there is no jumping, gravity is way to small, you can easily fall of the map, the ground texture is ugly, many objects don't have collisions, there are sometimes invisible walls, music doesn't loop nicely (and gets really annoying & repetitive), UI is ugly and there are missing sound effects. I think I listed all of them.
I might be wrong about everything above, because I couldn't even get pass the first section. This was because of the constant bugs. I tried following a playthrough above me, but I sill couldn't trigger a wave. But that wasn't the only bug I spotted. Sometimes I would get 2 bullets with my gun and sometimes 0, I couldn't ADS when I had a controller plugged in, opening settings would just lock me out of the game (also, why is it under F1 and not escape like literally every game), I couldn't change any settings (nor escape them) and looking at the note in the starting area after getting the gun would crash my game.
I was also disappointed about other accessibility / quality of life features missing from the game. There wasn't a pause menu, settings, remappable input nor anything except the launcher with a couple of things to tweak (more about that later), no icon, no way to disable togglable ADS (hate that) etc.
I understand that this jam was only supposed to be used for testing out your engine. Sadly, I'm not too happy about it either.
The opening launcher is quite nice, but once again: no input remapping and only a couple of basic settings. Not sure what render scale is supposed to mean. Most games have normal resolution dropdown with every available resolution, which was missing here. I often change my resolution for fullHD because it still looks good on recording and my computer doesn't want to jump of the bridge. Fullscreen (and fullscreen modes more preferably) would be also welcome.
Your launcher also has dementia. I had to restart this game a lot of times and every time it set my mouse sensitivity to 5. I mean, the sensitivity slider didn't work... but still.
Your game's lights were ugly. I'm not talking about city lights, I'm talking about lighting. City lights light was quite good, but the rest felt like an unlit Unity game from 2014 (I'm a Unity dev, so you can't be mad at me). I'm not sure if your engine supports post processing effects (yet), but even some simple tone mapping would make a huge difference.
Input remapping was also sadly missing. Once again: I have no idea if you can actually support that, but I know that a lot of people have different preferences and keyboards. I hope hazel has (or will have) something like that built in and not make me write an entire custom input system like for Unity just to add some buttons in a menu.
The game isn't good, the engine needs a bit of work, but that's okay. Once again, I understand this project was used to check if your engine won't light on fire and what needs tweaking. It takes a really long time to make good bug free games quickly and develop tools / workflows to allow that. I developed a system of testing a game using a cheat console and displaying values on screen which is proving to be quite affective. I can't wait to see what you'll make in the future and I'm interested in trying out hazel especially, because Unity keeps blowing up (you can read about that on my game's page). Keep up the good work
(Holy garbage, why did I spent 20 minutes on writing this thing)
Before you ask about the crashes: I unpacked the game to a folder. Here's my specs * Ryzen 7 2700 * GTX 1650 Super * 16GB RAM (with XMP disabled) * Win10 Personal 64-bit
Also, please include which coding language hazel supports in your FAQ.
Good entry, I liked the random items that ended up on the conveyer belt. I ran into a small issue where the alarm sound wouldn't stop after retrying. Except that, a very cool and funny game
Gameplay was rather interesting. The "hiding in shadows" mechanic reminded me of a similar game where you played as a ninja that could become invisible in the shadows (I don't remember the name). It was a little bit frustrating to play, camera was rather stiff and the trees kept blocking the view. And the movement speed is way too slow.
Graphics looked cool, but there weren't any walking animations. You could have just thrown it into mixamo, because it just looked kinda goofy.
Overall, cool game, but it needs work
Amazing artstyle and sound design. I really love games that make those doom styled first person view hands holding 2d pngs instead of models. The game is really fun to play. Good job
This is probably the best game I've played this jam. I would love to see this be turned into a full release, maybe even an android port. Although I didn't really like that you had to drag your mouse so far off the screen to increase speed and fishing force
I did not expect the camera to be my biggest enemy. It kept slowly spinning so it was rather difficult to enjoy the game. Turns out if you have a gamepad plugged in, it spins. And after plugging in my dualsense (while having my old xbox360 one already connected) the game turned into a carousel. The on screen prompts kept displaying gamepad buttons, even when I had none connected. For my game I've made a small script that checks which device has pressed a button last.
The game was a little bit unresponsive. Most actions make you freeze for a second. It's not fun to watch your character stand in place while he gets killed.
And as for the combat: every knight freezes in place when you attack them. Even the dark big one can be easily defeated by pressing a button
Aside from these things, the game's rather fun. Good job
This game was quite fun to play. But I had some issues: - tutorial is too long and I was still confused after reading it - you don't feel that much tension from the timer, for a while I didn't even know you can loose this game - The main menu looks bad. Having a distorted screenshot of the game on the right makes it ugly
But aside from that the game was snappy, responsive and fun. Graphics and audio are amazing, especially the start animation and UI. Good job
Fun spin on the theme. This may be caused by my lack of skill in this game, but it was almost impossible for me to dodge certain obstacles. Good job
Before I say anything: ldjam build doesn't work `Uncaught DOMException: The operation is insecure.`
And as for the game... I didn't bother reading dialogue (there was just too much, I'm sorry), but quickly I realized what I have to do. However the gameplay was boring: planting section was boring and combat wasn't great either. The game felt half baked and unpolish, or as some uneducated people say "It felt like a unity game". Default Unity buttons where scattered everywhere, parts of the HUD were blocking my mouse, mismatched pixel size was everywhere and the player kept jittering whenever I got close to a wall.
Graphics were also quite underwhelming. On their own they looked okay, but they didn't connect together. In the end it felt like the previously mentioned "unity game" art.
I think I can tell you were probably probably tired of the concept and just rushed it to have something out. Don't worry I had the same problem (except that I've instead procrastinated 3 weeks). If that's not the case, then I'm sorry, but the end result was not great.
I apologize if I was harsh, but I honestly prefer when people leave straight comments like this instead of saying "Good job" and moving on
@sillyman987 I've added a how to play section if you would like to check it out again. I might also record a video later
@cole-and-jordan-studios We planned on including audio, but we ran out of time. The audio menu is just a left over that wasn't deleted
Visuals are great (except for the default unity skybox), but controlls were clunky, music on webGL was distorted (sometimes happens when your sounds have too much bitrate). Also when you complete the objective nothing happens. It seems like the game needed more time in the oven
Controlls were rather poor. It took way too long to reach maximum speed, that wasn't even that fast. Attacking or using any attack also takes way too long and feels unresponsive. The only responsive thing was the jump, which felt quite nice.
Graphics were also quite a disappointment. Better lighting would have probably saved the game for me. Models seem good though.
But aside from that, it was kinda enjoyable. Good job
I was presently surprised. The game is rather fun. Not fun enough for a full title, but combat is probably the best I've seen this jam (this is the 5th game I'm playing, but still). Very good entry, even if the art can be a bit unpleasing for some
My brain bronko
Quite a chill little game. Was quite interesting seeing a casual farming clicker. Good job
The first half is quite boring, but after the game gets quite moody. It's not that scary, but it's still creepy. Good job recreating the gamecube aesthetic
I think this is the most visually creative game I've seen this jam. Although I would recommend disabling the exit button and resolution settings on the webGL version
Beautiful art. Normally with these types of games I would find it too hard and stop playing, but for some reason this one struck a balance between tricky to control and fun to play
Good entry. One thing I found is that after you get the "gas low" message it's quite difficult to get the fuel to it's previous level. It would also be quite good if you had some sort of visual indicator for it
Lads, your itch.io link doesn't work
Really good gameplay and audio
Congratulations on switching engines, I also went the open source route, but 10 times more painful.
As for the game: gameplay misses a purpose. There is no risk and reward, as you can just keep going for expeditions over and over again to get as much gold as you can. After a while the game became a button clicking simulator. I can't think of a simple solution for this, but I don't think you will want to turn this into the next AAA steam release anyway.
Also, I found a bug: after an expedition text seems to be covering the button, so you have to press around it for the click to register
Good luck with the new engine
Very good game. I quite like your take with the theme
You make really good art. Although I wasn't a fan of the pause menu, because it overlaps with the rest of the game, making it quite difficult to read. Also I got stuck for a hot minute trying to figure out how to restart. Having "quit" return you to the menu isn't really that intuitive and I think there should have been another button for restarting.
Gameplay was good, but I feel there's a lack of a threat. Coins are almost everywhere, so you don't need to worry you'll miss one and inventory was quite spacious for what it was. I never felt I had too little space.
But overall, good entry
@shad Stride is a bit of a clunky engine, how long did it take to open? What specs do you have? This information will be quite useful for my future games
@anatol-dumitras afk in the first room for 60 seconds unpaused, don't even move your mouse
@ldkuba I didn't have time for making a whole theme and I was too scared that it would get repetitive, so I just played clips of it randomly
@antarian Stride doesn't support web and I had very little luck with exporting to other platforms (texture glitches, crashes, etc). I've managed to run it on my steam deck with proton. You can try playing around with some sort of a compatibility layer, but I understand that it's not as smooth of an experience as a native port
@tudvari About the clicking: Stride. I rest my case
a very relaxing experience. I had to restart the game a couple of times as I'm used to pressing escape to close menus :/
Also, the fullscreen option seems to not change the resolution, causing this pixelated effect on my 1440p monitor (not sure if you'll spot it on the screenshot)
Screenshot 2023-10-02 221532.png
Cool game. I got a little bit thrown off when I heard the part from running in the 90s in the background. I got stuck after returning to the main menu and couldn't move, but except that, the experience was quite solid
It's quite impressive the amount of content you've managed to cram in, but there are a few issues with the visuals: - Audio is terrible (there is noise and you can tell there was no post processing applied to it) - Greenscreen is really noticeable - The intro cutscene has the background characters slowed down to 2fps if not lower - Acting isn't great (although I think it would have come out a lot better if you had a better script) - As good as your art and animations look (honestly I was surprised by the fluidity of some sprites) the colors aren't that great - The screen is cluttered with UI and it's hard to differentiate elements from the background
Here are some tips on how to improve your videos, if you want to make games in this style in the future: - Apply more effects to blend the greenscreens into images (blur, noise, color grading) - Record a dry take of scenes and play them back when acting (if you have a speaking role, you can have another person listen in on headphones if you're aligned) - Have a microphone somewhere in the scene (audio is far more important than video) - Apply effects to audio (noise reduction, compressor, eq)
Videos aside, the game felt quite confusing at times. I still don't understand how the gambling mechanic works and once I got to the end of the path I didn't know how to "win". Maybe include a simple tutorial in the ld or itch page.
I'm quite interested in what you'll make in the future, keep up the good work
As an active math enthusiasts, I highly recommend this game. It feels like my whole life was just a tutorial to this incredible work of art.
also I'm not sure, but I think the stars are bugged, because it showed on the menu I got only 2 in most levels, when I had all of them, while in one level I accidentally pressed enter and skipped all of the stars, but the game showed I had them all
Great game. Although once you annoy everyone in line, it's hard to catch up. Maybe having a single timer would've been better, or timers that would get faster when being first in queue. Having 4728 cars in your parking lot is good enough for feeling overwhelmed
Probably the most creative and polished game of the jam. I ran into 0 bugs, I had 0 complaints, it's just a good entry
Cute little game. I don't think it's a good idea to make hard levels only to then discard their difficulty by showing that you can just exit from the bed. I couldn't understand the main mechanic at first, until a visual glitch made the arm jump a bit. I automatically assumed from the comic book art style that I can only click. But overall, solid idea and solid execution
Quite a fun tool, but it would be cool if you could change the canvas size
Also, I see the audio category is enabled, but I couldn't hear any sound
I like the main mechanic, but not as much in the way that it's implemented. The game revolved around spamming the right mouse button. Trash cans put a nice spin on the normal gameloop, but that's about it. Enemies have such a short detection range that it's almost impossible to get jumped by one. Having the clap have a longer recharge and perhaps making it only capture a single frame of the world instead of just providing vision around a certain space would have made it better
Aside from that, even though the graphics are limited, they do their job and the game has good sound effects. I was honestly surprised how I didn't mind the simplicity. Would be nice if there was some explanation to why we are jumping around an endless void on floating prototype platforms
This is probably gonna be my favourite game of the jam. I can see that you run out of time to make some sprites, but the gameplay is just phenomenal. Really creative use of the theme (aside from the generic water aesthetic)
Would have loved to see more mechanics, because the game is mostly just a walking simulator
I liked the aesthetic and the atmosphere, but I felt like the game wasn't trying to tell us any story. It's just a bunch of liminal spaces with weird objects. The game didn't make me question what happened or where am I
Also, the game is way too dark (at least for me). A brightness option would have been much appreciated
Really creative concept for a puzzle game, although some levels felt like they were the same as the previous ones. I also think the dialogue was forced (especially at the beginning) and it was difficult to hear what the wife was saying.
But I am quite surprised with the controls. Sometimes mashing buttons may result in dropped inputs, but coupled with the animations of the hand, the experience felt quite smooth. Although I had a situation once where gravity wasn't being applied until I moved my hand past the wires
The game is quite fun once you grasp the controls, but it takes a while before that happens. Also nice that you managed to include 3 different classes. But I felt that the final stretch was a bit uninspired compared to the rest of the map
I really liked the texture you used, but I think the caves receive too much visual attention compared to the player. Making the model unlit or use brighter textures would have helped
In terms of audio, I really didn't like it. There's only a wind sound that's clipping. Random sound effects of crystals would have been nice to see
I expected absolute nonsense and I got exactly that
@oter I actually recorded a couple of sound effects and made quick ambient, but there was one hour left and I had to chose between having audio that I didn't even like that much or adding fullscreen
I really like the flash inspired art style and animations, but the game is a bit confusing. There is hardly anything you can interact with and the dragging mechanic is only used for movement (or at least that's all I've managed to figure out). Only managed to get the bed ending. Tried doing the "all lights" one someone talked about in the comments, but after turning on all the lights nothing happened. Not sure if I have to do something more or not. It's not really clear what to do and I really don't like the "click on everything until something happens" approach
One thing I liked was the audio and the atmosphere. Dialogue is clear, sound effects are good and even though they are used sparingly, I think they are just enough
I also noticed some layering glitches when dragging the grandpet and there was that one time where going down to the basement would automatically teleport me back to the kitchen. Also, fullscreen on the web version is weird, had to decrease the page size to view the whole game
Overall, I liked the game, but I wish it wasn't so random in what you are supposed to do.
The movement is really sluggish and shooting feels unresponsive. It's confusing trying to learn how enemies work, because a bat can either shoot from far away, rush over to me and sometimes while rushing, it won't fly past and will instead just b-line straight towards me with no way of preventing that
Also the filters you've applied to the camera make the game really washed out. Would have been nice to see a bit more work be put into color grading
Music was really good, but the minecraft hurt sound effect really pulled me out of the experience
Neat little relaxing... thing. Not much point to doing this, but I had my fun. Your art looks really nice
It's always interesting to see non-digital games get submitted and as a first time player of these, it was quite fun... almost. It takes quite a while to play through a single chapter. I know that this is in part a limitation of the card game medium itself, but it doesn't change the fact that I've managed to only get through the first chapter.
This is also probably why I thought the game was too simple. There was no strategy, only flipping cards one after one. I can see that this changes later and I will probably come back to this after the jam concludes, but it doesn't change the fact that it takes a while before the game becomes a game. I understand the first chapter was supposed to be an introduction, but it doesn't do much to make me engaged.
In terms of the atmosphere, the document is really well put together. I'm not sure why you opted out of the art category, as it still takes effort to design pages like these, even if the assets aren't yours. It's also fun to see lore and actual progression instead of just the hard rules.
I feel terrible for leaving a review even though I didn't get through most of the game and I can see you put a lot of effort in it, but I also think you can understand where I'm coming from. I tried keeping my scores high though :sweat_smile:
This game is really good visually and sound design wise, however I think the gameplay is too slow. Combat also felt a bit unfair, I could only exchange damage, so I fell into the loop of damaging, dying and respawning
I think it's a neat concept, but my main problem is with balancing and being able to read your stats. The jam version requires you to stop when anything new appears to not waste energy on going down. If you don't do that, you'll lose money. Then there is the problem of how much you have to pay for the elevator cost. This isn't really that clear and it doesn't feel that great to lose the game because of it
Also, would have loved to see more art for the underground
Neat little story. However, it's a bit annoying when the game asks you to enter a name of something that you don't remember and can't go back to check. Would be nice if the list of files and the entire id page would be included in the stats
Nice little high score game. I really liked the intro cutscene, or at least I would have liked it if it played at a normal speed. For a second I thought the game froze, but no. After a while it finally started playing it in 1 frame per second. Also, I'm not sure why but the art doesn't blend together as well in the actual game. Not sure if it's a problem with different layers, smoothness or what, but there was a stark difference between the intro/menu and game
Also, the background music is ok, but it gets a bit repetitive after a while (which I suppose is a common problem in endless games)
Holy, this is one of the better looking games of the entire jam. Combined with the audio it makes the game so unsettling. But I think the ending was a bit disappointing
This game had really cool ideas that weren't in that *certain other game*, but I think the story was a bit unfinished. Seems quite basic and underdeveloped (hehe)
Also two languages, you are so cool
A very well polished and large game, but the game loop felt a bit monotonous. Mine until oxygen runs out, sell, sleep, check for upgrades. It gets a bit stale after a while and while I appreciate that you added a lot of cool things around the map, it still doesn't change the main activity that you perform
Aside from gameplay, art was nice, there was good ambient and I am rather impressed with how much you've managed to pack. It's rare to see people create a game like this in just 3 days. I can see you have quite the experience in quickly putting together projects
I have tried multiple times to play this game and I am confused. For some reason there is a "catch" button on the screen that I think shouldn't be there. When you click it multiple times, it makes sounds and the camera starts rotating in random places. Then there is some random sprite on the screen and you either loose or win. I'm not sure what determines which outcome you get.
But when you ignore it, you receive some dialogue and a camera. When right clicking there is a flash that does nothing, except it moves the catch button. Then when I click it, it creates another one that is fully depleted and disappears before I can click it. The camera shifts to the hand, a pipe and a fire particle. What is going on.
I've seen comments that the web version is broken, but I think that is referring to the ldjam page not working. I tried downloading the windows version, but itch.io prompted me that it has been marked as dangerous or suspicious. I considered just skipping this game, but if the web version was broken, then it should have been removed.
I'm not sure what to say. The game is either confusing, broken or the page is setup incorrectly. I am happy to go back and change my rating if there will be a different explanation or something will get fixed
Aaahh, this game has such a nice story. Although the game doesn't account for being resourceful, so on my second playthrough where I didn't use a single flare the dialogue still said I had only one left. I hoped there would be a different ending if you preserved them, but no
The game has good movement, graphics and audio, but overall it lacks in gameplay. It's basically walking around a slightly changing map. Also, mouse sensitivity is very low
Really good use of the sound effects. Even though there is a lot of silence, the rest makes it feel like it's a part of the game
I am really impressed with your project. At first it was a bit difficult to understand what was going on, but once I grasped the concept, I started having a lot of fun. I see you didn't figure out how to fix z-fighting on some models and (at least on linux) I experienced jittery mouse movement. Also, the window was really fighting my desktop environment (hyprland)
The controls are really confusing and the scanning mechanic is really hard to handle. Also, having most parts of the game not be in english makes it really difficult to understand what is going on. I did like the opening graphics on the itch version, but I'm guessing you added those post-jam