Such a cool little story. Kinda creepy too at the end, especially since we just kinda vaporize the previous guy. I loved the effects and the weapon design. One thing I can think of that can be improved is adding some ambient lightning. Pure black shadows almost always look bad, adding some color to them would make the scene pop. Also I wished the doors dissapeared fully a bit faster, because I kept letting go off the mouse button too early.
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The Cutting Edge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #127 | 3.300 | 3.300 |
Music/Sound | #152 | 2.900 | 2.900 |
Overall | #181 | 2.820 | 2.820 |
Theme/Limitation | #188 | 2.800 | 2.800 |
Technical Implementation | #195 | 2.600 | 2.600 |
Fun/Design | #229 | 2.500 | 2.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
The Cutting Edge applies limitation by engaging the player in the meta-narrative where "the boss" is, in fact, the player themselves playing the game. Our game applies the theme by giving the player the ability to "cut" through doors, leaving only the outline of an object - its edges. Thus the player quite literally is always walking "on the edge". The protagonist also gets more aggressive throughout the game, leading to them being "on the edge" at the ending.
Team Size
What main engine/tool/language did you use to construct the game?
Unity Engine w. Dungeon Architect and Effekseer.
Which diversifiers did you use, if any?
My Own Noise; Quick Run; Shapely
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