Really liked the music, and UI is nicely designed. Core mechanic is interesting. However, 3d fonts being displayed in the game could use higher resolution, on FullHD display they're very blurry. Ambient Occlusion effect feels too strong. I think visuals could be improved.
I think the mood of the scene could be improved isf if there was geometric clutter in the room, and if those jumping balls had some sort of "circus ball" texture on them. That would fit music well. Some highly tiled crispy texture with geometric patterns (kinda like kid's room wallpaper) inside the houses could work as well.
The core mechanic is interesting, and it probably ate the most development time.
Nice audio ("mouth shotgun" :-) ), and great visuals in the forest. Death results in black screen. Bars seem to be moving a bit too quickly and restore too slowly. Amount of "hunger" restored by food items feels quite small, and cold bar fills up slowly as well. Main menu could use some sort of logo, it feels like it was placed at the last moment.
Really nice visuals. Reminded me of a demoscene demo I saw somewhere in the past. It is inspired by escher's drawings, right? Getting portal/prey mechanics to work in short entry is also quite impressive.
The only issue I had is that first person controller have significant amount of horizontal inertia, and it sorta feels out of place. I also occasionally get a brief dark "flash" when going through portals (meaning for one frame the whole scene is cross-hatched with a darker shade), but it is barely noticeable and doesn't happen often.
Very nice visuals, really liked them. Would be nice to have walking animations for characters, and some sort of "higlight" when mouse is moving over interactive elements. Background chiptune would be great too (then again, I also ran out of time to make music in my entry, so...).
Liked the music and intro screen (I ran out of time to make music for my compo entry). Very well done. Only got one bunny. The car is hard to control, feels very heavy, and in tight spaces camera may end looking at car from a fairly unhelpful angle. I think it could be a good idea to try more noticeable shadows (there are barely visible shadows on the floor, not sure about the rest of geometry), but not sure if it would fit with visual style.
LD37 — One room (6)
The Recursive Dollhouse by Omiya Games 2016-12-24T13:21:00
Really liked the music, and UI is nicely designed. Core mechanic is interesting. However, 3d fonts being displayed in the game could use higher resolution, on FullHD display they're very blurry. Ambient Occlusion effect feels too strong. I think visuals could be improved.
I think the mood of the scene could be improved isf if there was geometric clutter in the room, and if those jumping balls had some sort of "circus ball" texture on them. That would fit music well. Some highly tiled crispy texture with geometric patterns (kinda like kid's room wallpaper) inside the houses could work as well.
The core mechanic is interesting, and it probably ate the most development time.
The Coldest Cabin by Brian Mayberry 2016-12-24T13:02:00
Nice audio ("mouth shotgun" :-) ), and great visuals in the forest. Death results in black screen. Bars seem to be moving a bit too quickly and restore too slowly. Amount of "hunger" restored by food items feels quite small, and cold bar fills up slowly as well. Main menu could use some sort of logo, it feels like it was placed at the last moment.
Visuals and audio are great, though.
13 jellyfish by Four Quarters 2016-12-24T12:49:00
Really nice visuals, and intro was great. Reminded me old sega genesis intros. Haven't reached the island, though.
Non Euclidean Room by NuSan 2016-12-24T12:24:00
Really nice visuals. Reminded me of a demoscene demo I saw somewhere in the past. It is inspired by escher's drawings, right? Getting portal/prey mechanics to work in short entry is also quite impressive.
The only issue I had is that first person controller have significant amount of horizontal inertia, and it sorta feels out of place. I also occasionally get a brief dark "flash" when going through portals (meaning for one frame the whole scene is cross-hatched with a darker shade), but it is barely noticeable and doesn't happen often.
One Room - 30 minutes earlier by wowa_u 2016-12-24T12:14:00
Very nice visuals, really liked them. Would be nice to have walking animations for characters, and some sort of "higlight" when mouse is moving over interactive elements. Background chiptune would be great too (then again, I also ran out of time to make music in my entry, so...).
Cozy Taxi by ocarson 2016-12-15T20:52:00
Liked the music and intro screen (I ran out of time to make music for my compo entry). Very well done. Only got one bunny. The car is hard to control, feels very heavy, and in tight spaces camera may end looking at car from a fairly unhelpful angle. I think it could be a good idea to try more noticeable shadows (there are barely visible shadows on the floor, not sure about the rest of geometry), but not sure if it would fit with visual style.