This one was a lil tough to figure out, first time was just figuring out the controls, second was figuring out objective, third was attempting with only starting charge, while fourth was figuring out how to charge. It had nice ambiance, but the battery drained pretty rapidly (It was kind of okay after figuring out charging). Nice game!
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Blackout's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music & Sound Effects | #34 | 1.837 | 2.250 |
Art & Graphics | #34 | 2.654 | 3.250 |
Overall | #42 | 1.837 | 2.250 |
Crafting Mechanics | #43 | 1.429 | 1.750 |
Fun Factor | #43 | 1.429 | 1.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Those are all definitely things that we could've been more clear about - either through a separate detailed info./instructions screen or in-game with the message prompts. Thank you for playing the game and your feedback, James! It helps newbies like ourselves who just started making games and tend to overlook these sort of things which tend to be obvious to the experienced. :)
I really liked this one a bit! The robot looked cool and you really got the sense that you were in some kind of futuristic home while everyone was gone for the evening. I was a little confused at some points and the camera system was a little rough, but all around good work!
Feel free to come check out and rate our game!
Thank you SaucyArmadilloGames for playing our game along with your wonderful comments and critique! The camera tracking was definitely a beast to contend with, and even now, we're not quite sure how to set it up in third-person and not have it clip through walls. But given this is our first game and game jam, we have lots ahead to learn. To start, we may look into fixing some of the controls and interaction for this game. :)
The camera was the toughest thing for me to do. And it was mainly due to Godot not having an easy way for the camera to detect collisions. So it would constantly clip through the wall and be awkward to deal with. And I do agree that we should have had a better way to explain the mechanics and controls to the player. It was a great learning experience and stepping stone into the next projects.
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