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(+2)

Alright here are my notes that I took or something like that:

  1. I really like the player movement, it's super smooth and feels amazing
  2. Love the pause menu
  3. The goal of the game was slightly confusing at first. I got into a level and had no idea where to go. I'd recommend putting some decoration or something to show where the player is supposed to go/where the exit portal is.
  4. If you're not gonna have a player model, just disable the hammer shadows. It looks a bit funny when you see the shadows of a floating hammer.
  5. I may or may not have found a cheese in the map which you can access by climbing the tower
  6. The extrude mechanic was a bit weird at first. Needing to move instead of moving the cursor feels a lot less intuitive, but it can make more interesting puzzles. I also didn't understand why I couldn't move cubes in a certain direction (they were blocked, but it was hard to see)
  7. Please add footstep sounds 😭
  8. Not sure how I feel about the "unity crosshair" in a Godot game 
  9. I'm not quite sure about the level progression. All levels are basically accessible from the start. One of the first levels I entered was the underground one, which I obviously couldn't solve (didn't solve it afterwards either). After returning to the lobby I saw the other portals. Again, it's just a case of making where to go more obvious. Having all levels accessible is better for jams, in case someone gets stuck but they still want to keep going, but it can generate these weird scenarios where the player has no way of actually figuring out what to do because they hadn't been taught yet.
  10. Is vsync on or off ? Because during my playthrough I've been listening to my GPU absolutely dying.

Pretty cool game, puzzles were decent after I understood the main mechanic. Game looks great, it just needs a bit more level design to make the levels a bit easier to understand.

(+1)

Hi Kristoff!

Thank you for your time playing our game and writing a comment - it's invaluable to us.

Internally, we all agree the game jam concept definitely needs some further polish - especially for the overall progression and introduction to game mechanics. But, I'd like to quickly address your final point about performance: the problem is far more than vsync!

We used signed distance field global illumination, and a few other expensive post-processing techniques for lighting and visual effects; it was a huge oversight to not include options for the jam entry. In the future, these settings (and window resolution, etc) are absolutely something we'll be allowing people to adjust in order to meet their system's ability. We've already begun using baked lightmaps, which are far less intensive as well.

(+1)

I didn't even really notice SDFGI but yeah that makes sense.