Play Glorious Creation
Vector: Prime's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #1106 | 2.309 | 4.000 |
Audio | #1258 | 1.732 | 3.000 |
Overall | #1522 | 1.467 | 2.542 |
Innovation | #1553 | 1.299 | 2.250 |
Graphics | #1588 | 1.299 | 2.250 |
Game Design | #1639 | 1.155 | 2.000 |
Fun | #1661 | 1.010 | 1.750 |
Ranked from 4 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?
It is centered around the idea that everything around the player has fallen into chaos after they find out that they are only lines of code, and begin to realise the overlap between them and a program
Did you write all the code yourself and made all the assets from scratch?
I wrote all the code myself, but some model assets and sounds were sourced from the internet, as credited in the description
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Comments
The jumps were a little bit difficult to control which was disorienting at times but I still really enjoyed the game. I like the concept behind the game as well and I think the assets and sounds you chose fit very well into it. Thank you for making and sharing this. I hope you get to play and rate our game as well!
Is this the new Matrix game? Jokes aside, it's fun, it's parkour, what more can you want. The camera is a bit trippy, though. Other than that, good job!
Thanks, Appreciate it! Could you please point out what is wrong with the camera so I can try and fix it in another update? Thanks again
I'm not on a high-end PC and it may be just from me. It is lagging sometimes, and everything blurs, while the framerate drops.
Hey, I think that's because I have very little experience in optimisation, and it spawns lots of instances of actors at the beginning, with lots of vector maths for figuring out the location, so it lags significantly. Does it get better a few seconds after the map loads? If it doesn't, then I have no clue why it's doing it 🤣. I'll try and do some optimisation and file-size reduction to it later though
Great! I hope that fixes it!
This jumping in this game is really difficult to handle. It does not feel like a challenge but more like trying over and over again until you randomly have the right inputs to make the jump. (700 mb is way too much!)
Hi, yeah, this is my first time working on a parkour game, and I had no clue how to make it feel more natural. How do you feel I could improve on it? Would some kind of mantling system help? Sorry about the file size, I didn't manage to get enough time to filter out the unused files, but I'll do that soon and update the game!
I really love the idea of a 3d first-person platformer, because there are rarely games like this. I think no being able to adjust your jump in the air is the problem. First of all you cannot make anything fast-paced with that jumping style, because you have to wait till you reach the ground, which makes it boring. Second thing is that there is no way to implement precise movement over small platforms or bars or stuff like that. A mantling system would definitely add positively to the game, making it more interesting. Ignoring the size of the game, this UE stuff really looks fabulous, though.
Thanks for the feedback! I actually did implement a hidden feature that I forgot to document in the tutorial, because it was a last minute modification, that lets you slow down time (by holding T), allowing for more precision in your jumps. Do you think a double or triple jump would help with making it more smooth? I'll start designing a mantling mechanism asap then. Thx again.
I really love this game as it shows a different perspective of a normal platformer. The music fits this game really well and makes it more tense as you try to save your reality. The procedural generation was used in this game to great effect as it makes the levels more anticipated.