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I tested your world on both web and VR. Overall, I think you didn't do as bad as you thought last, we spoke. Finding your way out of a maze can be challenging and fits the theme. I did not expect the maze walls to start shifting. It reminded me of the stairs in Horry Potter. I made the world feel alive, a little frustrating at times but that's a maze for you. I did have an issue with getting to the snow area with the keys. I kept getting sent to the end area with tea before getting any keys. I did finally get sent there for the green key. I think there were some missed opportunities for SFX and VFXs also. I will detail my finding below. Again, great job on your submission and thank you for participating in the jam!

  • I noticed a lot of z fighting with the floor below the walls as they rotated. You could make the floor invisible and just have the walls rotate.
  • The walls rotating and picking up the keys did not make any noise.
(+1)

Thanks very much for your good feedback.  1) I just reput in the HW link to the itch.io page.  I did it twice before but neither of them took.  I hope this one will.  2) I didn't think I did Bad, however Tabz's piece really blows mine away, especially if viewed as a game.  Mine is more of an Art Based Experience.  Plus she had others working on it and so increasing the good, (it looks like she had worked with these people before and so they all knew each others strengths and weaknesses.  As I had mentioned to you, I felt that with only 1 week, I did not had the time to get to know people well enough to increase the good v. the drag of dealing with other new people.  3) Yes, I enjoy what I call my Turn Mazes.  They can really disorient you.  4) I did try to add sounds of the walls moving.  But I could not get sounds liked, and I could not get them to start and stop realistically.  I felt that I need to move on and get the whole game working instead of really great door sounds and a game that didn't work at all.  5) Speaking of didn't work...   I can only assume that your getting sent to the end part (tea table) was in Web/Mobile, which I did NO WORK ON.  They seem to work perfectly for me in VR, WITH THE ONE EXCEPTION OF: a last minute discovered glitch of - if you take the green key to the blue door your will get a Bell sound - BUT no recognition code in a Debug, however, this somehow means that you get set to the Ending on three keys not 4.   It was a really last minute discovery, and I decided that it was rather rare, and it didn't really take that much away from the experience.  6) Z-buffering, yes I know that it there.  I feel that you need to have the floors turning to help the player understand WHY they are disoriented.  My solution is to raise up every other floor by 0.001 meters.  That should eliminate most of it. 7) Yes, a sound effect on picking up the keys would have been nice.  And if I had had the time to let the experience sit for a day of two before sending it out, I probably would have done something along those lines.  As I mentioned in the sign at the Ending, this was a Proof of Concept piece, showing where things could go if given the right environment.       Thanks very much for taking the time to give me this feedback, it is really appreciated.  And thank again for hosting this game jam.  Paul Davison