Play game
Fractime's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #159 | 4.000 | 4.000 |
Overall | #275 | 3.417 | 3.417 |
Gameplay | #287 | 3.125 | 3.125 |
Originality | #422 | 3.125 | 3.125 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
probably do the art and logo in addition to programming the portals
Leave a comment
Log in with itch.io to leave a comment.
Comments
I'm sorry you lost so much work, but funny thing is even though the final result is a small game it still has great Gameplay, Presentation and Originality and, as such, may win the jam yet. I had played the web version and although there was a tiny bit of lag it ran just fine after the first room. I rated your game (gameplay 4/5, presentation 5/5, originality 3/5) and I enjoyed playing it. Great work!
You know, that game me of the "Portal Reloaded" mod for Portal2
I suggest to try it. I'm sure you will like it :D
This is quite cool! I enjoyed the ambience of this game, although the ambient noise is a bit rough. As I played through, I managed to bypass the entire puzzle in the second half entirely by accident, which is a slight issue. I also didn't get any cursor light-up when I hovered over intractable things. I do like the idea, an abandoned lab that you can time travel in. an idea for a possible update could be one in the past, so you could add more lore (just an idea though). Overall, for this being 3 days of work, this is pretty neat, with cool graphics and interesting ideas, but has rough ambience and it can be hard to tell where to go. Nice job, especially for the time spent!
the cursor thing , actualy is a bug but i programed it to light-up when hovering intractable objects ,
idk why it does not work xd
Nice game! I loved Portal and really enkoyed playing your game. I hope you wil lcontinue working on it!
definitely has the ambience of portal nice job
thanks :)
I actually started the game several times just so i could fully test it. At the start i decided to jump to a precipice and see what happens and what happened is i got stuck so pretty realistic in that sense. I then proceeded to jump in every pitfall fully knowing there was nothing there i would have appreciated a) a way back up that didn't involve restarting the game, b) anything at all in there or c) a death screen it's just a minor detail but tbh if there is a way a player can softlock it's the developer's job to try and avoid it. Another thing that i noticed is that you can finish the game without using a single battery pack since the broken bridge at the end can be easily climbed with just the jump(the battery packs could probably be used as platforms too but i didn't check that). As for the concept it's an interesting idea that could lead to an interesting game with the right level design, the mechanic has been done before but i have no knowledge of a 3d game that tried it so that's something. The ambient was pretty nice it's noticeable most of the efford went there
This game was a really pleasant surprise to play! The portal transition was very awesome. Got major half-life vibes from this one. I really love the atmosphere you created in general. Sorry about the corrupted data. I would have very much liked to play the level you made initially but this is super great as well, I had a blast.
Great looking game, kodus on getting the atmosphere just right!
I enjoyed wondering around the environment and the controls felt right... shame about the corrupt scene, that must've been gutting! Even so, I can still see the potential in the game and the amount of effort that went into it :)
Hey, I think your game has a lot of potential. The atmosphere was interesting and honestly reminded me of some older Frictional Game titles. First thing that came to my mind was Penumbra. There is a bug where double pressing the space bar opens the pause menu briefly.
I'm so sorry you lost all of your hard work, I would be interested to see what other levels you came up with, this is a cool idea!
I think in light of godot corrupting your game, which is a terrible thing to happen to anybody, I'll do my best to review based on what I saw with that in mind. I'll try to be honest, but if it ever seems too harsh, feel free to ignore it.
I think the main premise of the game is actually very interesting. The idea that you wake up in an abandoned laboratory with some kind of 'failed' prototype can do a lot to setup intrigue. Almost like a darker version of portal.
The basic flow of the layout is actually decent in setting up possible rooms to explore gameplay. I imagine you did not get enough time to flesh out any game mechanics though, but that may be where you should start exploring first.
The doorway effect was really cool. I was impressed how seamless you got the transition between the two rooms.
The sound design leaves alot to be desired though. The droning sound was a bit grating on the ears, and the footsteps need to be blended more with the atmosphere of the game. Atm it just sounds like basic audio clips rather than real footsteps. Normally I wouldn't call this out, but usually horror games lean on that heavily to sell the effect of terrifying their player. I think 2D can get away with it alot more than 3D though.
If you want to continue working on this as a horror game, my recommendation is to take some time learning sound mixing and getting some good quality sound samples. I should note I also struggle heavily with this, and only recently realized this is the best way to start improving on sound.
The basic art design is pretty good. I think there's too much specular lighting for my taste, but I do like the idea of heavy amounts of foliage and overgrowth. With some work and polish you can make the place feel abandoned really well.
That being said... the bridge drop at the end was pretty scary. Not bad!
Thanks for the feedback, it is very useful to know what could be improved I already knew about the sound and had planned to add some reverb to the steps to make it feel like a larger place. but there wasn't enough time to improve that because I couldn't leave the game without an ending and I focused more on it being finished than being polished.