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SignalDrift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #19 | 3.857 | 3.857 |
Graphics/Animation | #21 | 3.929 | 3.929 |
Overall | #41 | 3.429 | 3.429 |
X Factor (overall enjoyment) | #59 | 3.214 | 3.214 |
Theme/Limitation | #59 | 3.286 | 3.286 |
Fun/Design | #64 | 3.143 | 3.143 |
Technical Implementation | #65 | 3.143 | 3.143 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
Team Size
Pair (2)
Will you continue work on the game after the jam?
Yes - fun side project
Which diversifiers did you use, if any? (optional)
In a Song
Two Button
What tools did your team use to construct the game? (optional)
Unreal Engine, Photoshop, SketchUp, Audacity
Which art and audio did you / your team NOT create? (optional)
Music licensed from Pond5. Some graphics licensed from DepositPhotos. VO by ElevenLabs.
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Comments
The game was pretty good. It ran well and looked good. The voiceover and sound effects worked well and fit the tone you were going for.
Personally, the controls were a little too drifty (I understand that was the point). Near the end it felt like something was pushing the ship off course. I don't know if that was just me or if that was a thing. If it is a thing, it should be better telegraphed.
Good job and best of luck continuing the project!
Straight 5s baby! It was great. I loved the slinky swing of following the path, the slow dread of pressing the wrong thrust and the wrong time. The voice acting, art and vibes all bang on. If I had to make a suggestion it would be this: if the proximity to the path was more interactive it could lend itself to rewarding a good sequence of controls. Like the further off you are the fainter the path gets, like your reading fades. Id have liked an accuracy score or something. The reward of getting my line sweet was reward enough, just a minor tweak that could make that dopamine hit all the sweeter. Great great work. KUDOS
Thanks so much for playing and for the kind words! I love your idea of fading the path the further away and/or some kind of accuracy score.
Wonderful narrative focused experience. Only real issue with it, more of a Unreal Engine thing than a dev fault, was that I had to go digging for the config file to turn V-sync on and prevent my PC from taking lift like a jet, do consider having a frame cap when using UE, cause it just eats all resources if it is allowed to. Good Job!
Oh wow, thanks for the advice! We're definitely learning the UE tricks. You're the best!
The game crashed around halfway through, but I managed to beat it after restarting it once. The whole time I was playing my GPU usage was at ~99%.
Besides that I liked the controls and the feel of the ship, but I wish the gravity-changing obstacles were a bigger part of the game or if there were some other obstacles on the main path.
And of course the game sounds and looks amazing!
Thanks for your feedback! After the Jam we'll do some performance tuning and post a new version. :)
Looks good but was a little slow. I think you should have more to do other than follow the line for so long. The story element was good but perhaps add some floating debris that you have to avoid as you travel to make it more interesting/challenging? I did like the dual thrusters though it made the movement interesting.
All good ideas. Thank you so much for checking it out and sharing suggestions. That's what jams are all about. :D
Good execution on both theme and focus, I liked challenge in controlling spaceship and a breathtaking atmosphere. But was too drammatic for my likes, also framerate dropped to 10 after 5-10 minutes, so I couldn't finish the game
Would you be willing to share a little bit about the machine you were trying it on? This is our first UE5 game, so we're learning a lot about how it performs in the wild. Either way, thanks so much for giving it a go!
Laptop, Ryzen 7 6800h, integrated radeon graphics, 16Gb of ram. The game occupied 12Gb of ram So the problem was either with the ram or the video memory usage(which are the same hardwarewise in a laptop).
Very fun. Feel like I was on ice which was a fun way to pilot.
Thanks for playing!
This was an awesome concept and the way you implemented the jam themes worked really well. I honestly don't have any complaints, just jealousy lol
Thank you so much for the kind words! :)
The visual design was very impressive and I enjoyed the story being pieced together as I went along. Unfortunately, it didn't feel like drifting, more like I had to fight the controls all the time. The idea has a lot of potential but I'd like it more responsive.
Thanks so much for playing and for your constructive feedback!