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Puck

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
20132710 SecondsWhere Lights Never Wandercompo10522.452.142.452.522.552.771.332.5635

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Puck

LD27 — 10 Seconds

Amulet in Ten by mtrc 2013-08-29T07:27:00

I loved it! The graphics are simple but stylish and get the job done, the audio fits (though an attack/hit sound would have been nice) and the gameplay is top notch. In fact I have to say some of the puzzle are quite devious, and even the difficulty curve is pretty good for a 48 hour game.

The whole thing feels very polished and has an Amiga era charm to it. Well done!

1010 Runner by Obscuremoon 2013-08-29T07:34:00

Very cute. I like the idea of taking photos and stitching them together as a sprite for the competition. The gameplay is also quite solid, which is important. Just a couple of things:

It's not immediately apparent that bushes will stop you, which is not a big deal considering the short life cycle of the game, but it's something to consider.

It's also not clear that the black rocks are destructible. I understand now that the cracks are meant to convey this, but they really just look like part of the texture. Adding a large throbbing "X" over the rock would help convey the idea that you have to dash into it.

Keep up the good work. I hope to see you at #28!

MegaPunch by Nick Weihs 2013-08-29T08:03:00

Wow! Just wow. I'm only just starting to learn about networking in Unity myself, but I'm quite impressed that you managed to make an MMO game in a weekend. Well done!

Where Lights Never Wander by Puck 2013-08-27T07:25:00

Thanks for the comments! Unfortunately I had a mere hour to actually build levels after the gameplay and other miscellaneous elements were finished, so I only managed to crank out one poorly designed level. I had planned (and still do) to create four or five levels of much longer length. I do believe I will continue to develop the game to a finished state now that the competition is over, and release the full version on my website.

Where Lights Never Wander by Puck 2013-08-28T02:29:00

WASD and a gamepad also work! I wanted to make the input as intuitive and flexible as possible, though touch is unfortunately not supported yet.

Where Lights Never Wander by Puck 2013-08-29T01:01:00

Thanks for the comments guys! I will update my entry with the finished game when I can find time to do proper level design and polish it up a bit, including tutorial instructions on the first level.

BlackBulletIV: I sympathize with your feelings. My idea for the game was for each level to advance time toward night, becoming progressively darker, more moody, and of course more difficult. Unfortunately I completely ran out of time before the first level was even finished.

tenSecondsToANotSoCoolExperience by dudsen 2013-08-29T08:00:00

I really liked the fake out at the start! I'm glad to hear you learned a lot, and I'm still learning Unity myself, but I'm sure you're aware there are a number of problems so I'll limit my critique to constructive notes:

#1 - The 48 hour competition requires that all game assets be created during the 48 hour period. As far as I am aware that applies to textures as well. While the graphics are beautiful, much of it looks like standard assets or CG Textures.

#2 - The intro sequence was pretty confusing, and I wasn't sure if I was in control of my character or not. For example, the default jump ability was still usable. In this situation I would recommend not using the FPS camera, and instead apply your animation to a normal static camera that can't be player controlled. Then, when your animation finishes — perhaps check animation.isPlaying() on Update — you can create the FPS controller with Instantiate();

#3 - The physics of the player are pretty frustrating. You should probably reset them to the default values and ensure that you remove any physics materials you might have set.

#4 - The bridge had pretty wonky collision detection because it seemed to be a mesh collider, you should use a box collider instead, and add child GameObjects with colliders for the posts and/or invisible wall to keep the player from falling off. This can be done visually in the editor for ease of use.

I hope these notes help you a little bit and I encourage you to keep learning as much as you can! See you next time around!