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RE:Wound's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #116 | 4.067 | 4.067 |
Innovation | #174 | 3.667 | 3.667 |
Game Design | #238 | 3.667 | 3.667 |
Overall | #342 | 3.467 | 3.467 |
Fun | #415 | 3.333 | 3.333 |
Audio | #657 | 2.933 | 2.933 |
Graphics | #709 | 3.133 | 3.133 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
Use the the "Deweaponized Personal Time Dilation Device" to 'rewind' time on select objects and solve puzzles
Did you write most of the code yourself and made all the assets from scratch?
I wrote all code, and created all models(Not including primitives), voice-over was provided by a friend from work.
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Comments
Portal is one of my favorite games, and it's easy to see how you took inspiration. The style, the narrative (although I couldn't hear most of it, some subtitles would have helped) and the puzzle all scream Portal to me, which, I'd argue, it's a very good thing, since I enjoyed them, especially the last puzzle, since it was way more complex than the others, and I found it very fun.
I had some troubles in the beginning understanding how to use the DPTDD (maybe you can find a more endearing name), so maybe a little tutorial or even a small text would have helped.
And even though i really liked the main mechanic, i fell like there is the possibility that you may get stuck in a puzzle, since sometimes the physics on the boxes can act a little weird.
The thing that annoyed me the most is of "delicate" the boxes are: as soon as you graze any surface, you let them go. The problem is that it happens way to frequently, because when I pick them up I usually am looking down, making them hit the ground and immediately letting them go.
Also, some smaller nitpicks, in the last level I think you should be able to be carried by the "big rotating bridge" at the beginning, and the ending needs some clarification, since the game just closing left me a bit confused
Interesting puzzle game and nice game, good job!
I liked the concept and the puzzles were nice.
I couldn't understand what the voice was saying. I wasn't quite able to pick up on what the voice was saying due to how low volume and distorted it is. But that's just me, who always turns subtitles on, and I don't blame you for not adding subtitles in a jam game! I just think that I probably missed out on some interesting story bits (maybe even hints) because of it.
I think that the tutorial could have been better explained: I didn't know you could pick up objects and so spent a lot of time on the second (I think) puzzle, where you have to do it for the first time. Maybe a prompt could come up whenever you face one of the cubes in grabbing distance to tell you "Press E to Hold"! A lot of games do that and it gets the job done, that way you wouldn't even have to do it in the tutorial!
In one of the levels I spawned outside of the play area. Was this intentional? I had to enter it again and then solve the puzzle to exit it... it was a bit strange willingly entering an area I will need to escape afterwards. I would either make the player spawn inside of the play area or maybe trick the player into wanting to go in. Maybe a big bright button and a sign saying "You win if you push this button" or something lol. But maybe the voice acting has more context that I wasn't able to understand.
Overall I enjoyed it. Well done!
I had my friend who was supplying the audio add a reverb to give the feel of it being played in the large open field(Then learned about unity reverb zones as I was working on the project), between that and having to record quietly at night due to limited availability with the jam lead to using what I had rather than getting new audio. There's some small story hints but nothing major for gameplay.
Controls and communicating them to the player is something I really have noticed I fell short on. I modeled the control layout after source games such as Half-Life2 and Portal and hoped that players would be previously familiar with such. This was a failure of judgment on my part and I'm going to have it corrected in future versions. Prompting the player is the plan right now, but I do want to avoid prompting for every cube and so I'm planning on doing more simple puzzles only really involving moving cubes. I hope prompting here will give players a chance to learn control with out having basic gameplay waved in their face the whole game.
The last area I start the player outside a door way that leads into the play area. Design-wise there wasn't any reasoning to it. Really it is just where I had started the player as I was testing the puzzles. I never moved the player when building the level and when having a friend test it I didn't have issues with players wondering off so I just hoped that most players would do the same and I could cut corners there for the jam.
Thank you for your feed back and sorry I left such a long reply, I get really into talking about the process that went into this. I enjoyed creating the whole project so much! I'm working on a patch for after the jam and thinking about doing a postmortem on the build submitted here.
Well, not entirely. I have played at least both Portals, so the control scheme wasn't weird. But for some reason I thought you weren't able to pick up the boxes! I think part of it is that the first puzzle is completely doable without picking the box up, just using the time rewind; in fact, if memory serves it's the easiest way to solve it. I think I tried picking it up but failed due to some bug, which made me believe you weren't able to pick it up.
Another thing that may have contributed is that the boxes look super heavy, like just a solid block of metal. There seemed to be no way that a normal person would be able to pick it up. I never played Half-Life, but in Portal the companion cubes (despite also being blocks of metal) have this sort of lightweight look to them, so it's not too surprising that you can pick them up (even if the character didn't have a specialized tool to pick them up, I feel that if I walked up to a companion cube I would be able to pick it up effortlessly). Your cube looks super dense, so I just assumed that the player would have to find ways to solve the puzzles without picking up the cube.
Maybe it was also a mistake on my part! I only saw one other comment about picking up cubes and it seems like a different problem, so it doesn't seem like a widespread issue. Don't worry about the long reply, I liked reading it, I really enjoy it when a dev takes the time to talk about the process of designing and creating the game. Good luck getting those final ratings!
The cubes all in all have a number of small issues that really added up here. I have loved the conversation and the part about the boxes looking heavy is excellent feedback and guidance! I was never super happy with the look of them but called it good enough for the jam. I now, thanks to your input, have an idea of how I want to redesign them to look more light and able to be grabbed! I still intend to get some control prompts as I was wrong to assume most people have played Portal, but I now also have a plan for the new visuals on my cubes! Thank you so much again for the feedback!
Nice game and nice puzzles.
You can improve:
I am not expert in 3D games and how the games are complex to make, but I think is a really good start.
Good Job.
Thank you for the feedback!
Most of the items on your list are also on my "If we finish the tower before 3 hours left" list. The menus, background music, better boundaries to the second area, All things I knew I should do but fell short on time. Control prompts are something I'm wanting to add as I update after the jam. I considered them and know where right now I would add them but that will have to wait for now...
Again, Thank you so much for taking the time to play!
Nice puzzle game.
I played the game on stream and you can see my full feedback here:
I see you had some problems finding controls to pick up and grab, done here with E. I think you would find more interest in the puzzles with that to help you. I'm getting the controls in the description for now and will be getting them added in game for my post jam update!
The planks and walkways where all built in blender at the beginning of the jam. It also seams to me you missed most of the voice acting, I'm not sure if it was your recording software or just audio settings...
Beyond that, Thank you for the video play through! I love seeing how people come to solve the puzzles and hope you'll give it another try knowing how to pick up the cubes with the E key!
Oh okay. I did hear the voice acting only it was quite quiet. That's it
I love portal so much, so I had to check this out. Needless to say, I loved it! Comedic writing, intresting puzzles. Great job! The mechanic reminded me of my game as well. Needless to say, one of the best games I have played so far. Great job.
Thank you so much for the feedback! I'm over the moon to hear that you enjoyed the writing and puzzles! I'll be sure to check out your game as well! Remember to check back after judging for my "Post Jam Patch" with more puzzles!
Awesome puzzle game! Would love to see you keep working on this :D
Thank you! I had a lot of fun working on what I submitted but I had a lot of ideas I had to cut for the jam!
I recommend checking back after the judging is over for the jam as I'm already working on creating puzzles for ideas I left out!
your game got some potential i think i would love to try the polish version on this game!
I'm planning an update after the jam with some more content and nice layer of polish on the game as a whole! Hope you can check it out then!!
sure bro! :)
Hi Oggal! I played this one through to completion. Very cool! I just want to say, your puzzles were very well designed. I would be eager to play a full, polished game of puzzles like this or progressively harder. They actually made me stop and think about sequence, so nice job on the rewind theme as well!
I had some issues with mechanics. Namely, the E button to pick up the cube was buggy and inconsistent. I was able to make it work, but in the very first level I had trouble figuring out how to advance just because the rewind did nothing and picking the cube up kept dropping it immediately. No worries, I got it eventually. I'm not a huge fan of the rewind meter in the middle of the screen; for one, in sections where I need to do a long rewind (near the end of the last level), it just felt clunky to have to stop a few times during the process. Secondly, it's small, faint and hard to see (on my screen, at least). Lastly, some subtitles would help the dialogue. My sound was on but a bit low, and so I missed instruction on level 1.
Despite the critique, I really did enjoy this game and the level design especially. Very nice work on this one, now go have some cake!
Thank you for the play through! I'm glad you enjoyed it!
I do play on expanding the number of puzzles after judging on the jam is over so I recommend checking back after a while! There where a lot of ideas for mechanics that got left out to make time. I'm loving the feedback on the meter, I had considered increasing the speed at which it refilled and also hope with future updates I can add more puzzles where the limitations on it can feel smoother than it does currently!
All in all, I'm very thankful for the critique and hope to be able to improve the game as a whole with the input!
In the third level I felt I was really fighting the physics because I couldn't pick up the box in mid-air. The mouse sensitivity also felt quite low.
In the fourth level I wanted to see if I could walk off the map. I did, but I just kept falling forever. Without a menu or other way to quit, I had to alt+f4 out.
Still, a cool homage to what it is.
changes to that 3rd puzzle were something I was really wanting to do before the jam ended. I hope to take time after judging is over to add a few more puzzles, adjust the current ones, and get proper menus added.
Thank you for checking it out! Remember to check back after the jam for more levels and more polish!
This is an interesting game with a novel mechanic, it was really cool learning to think outside the box with these puzzles. The sounds and art are also pretty good, nice job!
Thanks for giving it a play through! I love the feedback!