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Play Panda Spirit
Panda Spirit CGJ's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #53 | 3.722 | 3.722 |
Graphics | #105 | 3.833 | 3.833 |
Overall | #233 | 3.111 | 3.111 |
Game Design | #327 | 3.028 | 3.028 |
Fun | #390 | 2.806 | 2.806 |
Innovation | #428 | 2.611 | 2.611 |
Theme | #456 | 2.667 | 2.667 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Good audio, especially on the ominous voice! I didn't manage to get really far (got stuck on the part with the 'void'), unfortunately, but the character himself was pretty alright to control. The fact that you take a moment to actually start running was a bit jarring, but I got used to it fairly quickly (speaking of which, the animations for him were quite nice).
I think the amount of particles (?) was causing some weird lag- I was getting drops probably into the 20s on the bit with the spikes. I noticed it only seemed to happen when there was a lot of fog onscreen. Additionally, I wasn't entirely sure what the text on the top left (about the health/taking damage) meant, but that might be a fault on my part so I dunno.
Overall, though, I really like the atmosphere of the game! If you polish it a tad (and fix the particles lol) I think it could turn out swell as a full thing.
Thanks for playing, and for the detailed feedback :)
Lags were my fault because I didn't know a thing about optimizing, but I fixed it in the most recent version.
Fun fact: the text on the top left were actually a debug for us when testing and I forgot to remove it, but it turned out to be a lie for the theme by accident xD
I really like the audio :) And those boards was nice :)
I think the character is a bit hard to control, so it was a bit hard to do the jumps correctly.
Your game is really cool looking! I loved the graphics and the music which work well toggether to create a eerie atmosphere. I can see there was some serious time spent on making this game. I loved the voice actor. The fact is sounds so ghostly almost as if it was an omnipresent being adds to the overall feel of the game.
I liked that the player controls were so smooth, I would have loved if the fire pillars were a bit slower before going back up, I died so many times there. But this is the only thing I could complain about which is mainly about polishing :)
Overall very solid entry, congratulations ^^
Really fun game! The visuals are great, so is the soundtrack and voice acting! I encountered some visual glitches during my playtime and sometimes the platforming felt a bit clunky. Really commendable effort though, wish you guys all the best!
When running, I saw some artifacts popping out of nowhere. They were flickering. And about the platforming bit, it felt like there was a minor input lag, which meant landing on the platforms a bit hectic. Other than that, really cool game considering your first game jam ( ours too ;) ). Best of luck! :D
The graphics and the audio of the game are really cool, i thing the movement of the character could be better but overall is a great game :D
Very simple game but still have good details! Easy to understand. Fits to the theme. Rated!
Don't forget to check my game and rating it, please.
As others have mentioned, I ran into performance and shader issues so it's hard to judge the game accurately. The atmosphere is beautiful and the voice-overs are a fantastic addition but I found the game difficult. Not only because of the performance issues but also because the traps don't seem to follow a pattern. Its feel like their all on their own timers and it makes predicting when to move forward RNG feeling. All that said, I can't give you enough kudos for designing such a rich and vibrant world.
Thanks a lot for your feedback! :)
Sorry about the performance issues, I fixed it in a new slighly improved lag-free version, here's the link if you'd like to try the game without lags: https://www.dropbox.com/sh/1gf4ovi9ehssx0i/AAAY30iNrHijMspAU8XbAHcla?dl=0
I also had trouble syncing the traps, but for trying it multiple times it seems to follow 2 sets of pattern where 1 is impossible to go through, and the other which is possible with the right timing.
It demands some patience to observe the window of opportunity to go through. it really was intended to be that way, but normally with a more predictable sync. I'll do my best to figure out a better syncing method!
Thank you for revealing this problem :)
You worked out an amazing world! The narrator's ideas, and the whole atmosphere of the game is well thought. Congrats for having the patience and inspiration to come up with a world like this!
Maybe you already know about this...
In your GAME window, there is a button "STATS", which if pressed, shows you (in real-time) how much resources are being processed. You only need to pay attention to 2 things:
1.) BATCHES, keep them under 2k (under 1k if WebGL) --- these are the number of different materials in your game. Ex. if you have 700 bamboo sticks, but they all use the same material, check them as "static" in the top right of the inspector window, this method batches the individual models together, processing them only once, thus reducing the batches (saved by batching: [number]) .
2.) TRIS stands for triangles used by your models. Modern computers can handle multiple millions of triangles (ex. a cube has 12 tris) but keep in mind that laptops, older computers and WebGL games can only handle less than 1 million.
Why do I reference this? Because your game is not optimized, and it lags... The movement seems sluggish, especially when jumping, because of the low frame rate, despite the animations and character being super cool. It's amazing how you assembled those beautiful levels, but man... I saw one of those bamboos up close, and it seemed to have lots of polygons/triangles, maybe even 1k. You have in that background hundreds of bamboos. That adds up to millions of polygons, just for the bamboo sticks.
I'm making a large scale open world game (for 6 years now) assassin's creed caliber, and I had to learn to optimize all those millions of trees, buildings, npcs and everything I packed in there during these years. I'm still learning ;)
Thanks a lot for your feedback! It helps me to understand how optimization works :)
I only realised after some feedbacks that the game was not optimized at all and was lagging a lot on most computers. That was my bad since I've never looked at optimization, on top of the fact that this is my first game jam. But I soon released a hugely improved version concerning performance (which really is how the game should have been optimized at the very least).
So what I did as you said it to turn every environmental object as static, in addition to using the srp batcher which made me see a phenomenal boost in fps.
As of the environment models I'm not really sure how many tris they each roughly have since I didn't make them, but I'll do my best to keep the tris count as low as possible by discussing with the modeller :)
Here's a link to the optimized version in case you want to try it without lags: https://www.dropbox.com/sh/1gf4ovi9ehssx0i/AAAY30iNrHijMspAU8XbAHcla?dl=0
I learned some mistakes on performance thanks to this game jam, and I'll do my best to improve this aspect in the future!
Thanks again for your feedback, and for trying out our game ^^
You're very welcome! That's what these jams are about: playing & feedbacking each other's games.
Thanks for posting the link to the updated version! Maybe I should do it too (been fixing and adding the remaining levels since then).
Numbers matter, and exceeding those performance limits never results in 90fps, trust me. Keep batches under 2k, tris down to 1mill (if webgl or laptop). Also, I recently started adding (in the pause menu) of my games, quality settings buttons (low, med, high) - which are set by you inside Unity's Project Settings window/tab. Usually, when the game lags, player's naturally tend to look in the menu for options to reduce quality for better performance. A simple low (25%) mid (50%) high (100%) quality options plays well on many types of devices.
Interesting game, the art and audio are great! But I got some lag and a weird shader bug happened, not sure if it has something to do with my pc, it's a bit old, but it should run the game well... Other than that, the game is great!
Thank you for your feedback :)
The lag and glitch you have encountered is mostly our fault for not having time to optimize the game.
However I've optimized the game a bit and is now lag-free even on low-end pcs. If you're interested to try it here's a dropbox link to that version: https://www.dropbox.com/sh/1gf4ovi9ehssx0i/AAAY30iNrHijMspAU8XbAHcla?dl=0
Thanks for trying the game!
The graphics and the audio is outstanding! It's hard to believe that you made this in 1 week. However, I'm not sure if it's my computer problem but the game is kinda laggy for me and i believe the lag causes the control to be a bit late and I didn't get to enjoy the game that well :(. But overall it is a decent game! Keep it up!
Thank you for trying the game and for your feedback ^^
I'm aware of the lags that some people with low-end computers are encountering. It was my fault for not trying to optimize performance since it was running pretty fine on my pc and my team member's as well.
The movement has by itself some delay because of smooth values, even without lags. I'll try working on making it more responsible in the future :)
However I've soon after released a small improved version that is lag free even on pcs that were lagging a lot, and which is only slighty improved on gameplay. If you'd like to try it here's a dropbox link to download the lag-free version: https://www.dropbox.com/sh/1gf4ovi9ehssx0i/AAAY30iNrHijMspAU8XbAHcla?dl=0
Hopefully you'll enjoy the game better by trying this version! And sorry again for the small problems you could have encountered ^^
Amazing graphics and voice acting! Though the controls are a bit late, took like almost half a second before it moves. Couldn't finish it, but is really good from what I've seen.
Voice acting was so good I gave 5 stars for audio on a game without music. ;)
For a gamejam, this is surprisingly good. But there's a few bugs in this, iron them out and release an update.
Ok I'll take a look at that :)
I'm using systems, and one of them is a CheckpointSystem which keeps track of the reference of the last checkpoint. It has an accessible reference to the last checkpoint, and it gets updated everytime you enter a checkpoint trigger. In addition to that it also keeps track of every object that has yet to be used and updates their visiblity once you get teleported back to the last checkpoint.
Hopefully that helps!
I really liked the atmosphere of the game.
The graphics are surprisignly good for a jam game.
In the first stage the textures were glitching a lot, after I passed the first arc everything was fine.
I'm curious to see how you're going to develop this after the jam!
Good job and good luck for the jam!
except for a few glitches here and there its a solid game for your team's first gamejam project, good job. Really looking forward to this beibg fleshed out.
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