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Long Time No See.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #2 | 4.000 | 4.000 |
| Team Composition | #2 | 4.333 | 4.333 |
| Creativity | #5 | 2.333 | 2.333 |
| Presentation | #6 | 1.333 | 1.333 |
| Playability | #6 | 1.000 | 1.000 |
| Overall | #6 | 2.600 | 2.600 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- - Really liked the concept, was a nice spin on the theme. - Could be something special if further developed and there wasn’t some technical difficulties. - The first person controller is way too sensitive making it hard to play. Instead of trying to reinvent the wheel I’d highly recommend using unity's inbuilt first person controller. This will give you a stable starting point whilst also allowing you to spend more time on other parts of the game. Prioritise what's important. There's nothing wrong with using built-in solutions! - Would’ve been really nice if there was some way to respond to characters, would’ve felt like I was interacting with the world rather than just walking through. - Highly recommend using pro builder in unity to create your world, so that way you can make quick and easy houses and other buildings that stand out from each other and make your world look better rather than just stretched out default cubes.
- Theme: The small area the player has to explore can hit the theme if more time and experience was available to the team. Playability: The game plays fine, the player movement is nice with a decent mouse look script, the player is able to see messages from the other people but the game appears to have been too large in scope for the time the team had to execute their vission. Creativity: I feel like the creativity was there in the world story telling but the team just didnt have the time and resources to execute their vision, I wanted to find the boy in the red shirt but he was nowhere to be seen, I wanted to visit the pub giving free drinks but it was unavailable. I feel the team needed more time than they had but still got something out the door that was playable which is admirable. Presentation: The game lacked visual presentation using mostly primitives and basic art, which can work to its advantage if they used more of the engine to spruce things up, such as light baking or post processing would have helped bring the simple art more to life, audio and even voice over for the characters would have helped create a more presentable game. The itch page was a little basic and could have used a little more attention. Team composition: Being mostly level 4 non games and game students with a tad of level 5 experience I feel the team did a good job with their large scope of a project. Scaling back the game to a smaller chunk and giving the player something more to do than walk around would really elevate the games potential they should still be proud of what they achieved in the time they had.








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