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(1 edit) (+1)

I loved this one! The overall concept, the mechanic so simple but appealing, the low poly art, cartoon-like, the ambient. it's great. 

The only thing I didn't like was the fire spell hidden on the top of the roof, I go backwards a lot thinking I missed something in the starting area. If that's the first time you use ignite spell, put it where it's easier to see it, maybe between the kitchen pots! I also couldn't finish the game, because I didn't found all the keys. The one in the piano?

But yeah, great game, It didn't freezed or lagged! :) (Tested pcvr via alvr)

I would like to ask you how did you make those ilumination! because I liked that a lot.

Things I didn't like (From player perspective): 
- Teleporting with thumbstick click, you could made it like HA Alyx, automatically on stairs or using the another controller
- The hard fade to black when your head collide with an object
- The points of spell don't follow you if you walk
- The very short duration of ignite
- That you need to grab the spell to learn it (Just watch it or specify that the user need to grab, allowing that with a much easier distancee). Tried a lot of fetch spell before grabbing it wondering why I'm failing that simple spell
- A lot of modeling suggest that you could interact with it, but you can't (Like handles), that break the inmersion a lot, either you change the model to avoid confussion or give the player the ability to interact with it even if it doesn't help the progression of the game.

Thank you for the feedback :)

A lot of the points I had expected, considering the time limit, and I will be improving a lot of the systems and the controls after the jam. Teleporting using the trigger click tends to work fine on the Touch controllers, but for Valve Index I would prefer pressing the touch pad. Maybe I could make a spell for teleporting instead.

I might make the spell stones into rolled-up scrolls instead, to signify you have to pick them up to read them. Adjusting the spell duration and making them follow the wand are minor additions, really. My pride and joy of this version is the spell recognition system, though.: The fact that spells are recognized reversed and mirrored.

In short, the lighting is banded and scaled on each light source, and only light source with the highest diffuse is kept. Also, the Environment Tonemap is set to Filmi, exposure 2. Makes everything pop a bit more.

I've made some minor changes and uploaded version 0.0.2, which should make the final puzzle more intuitive, if you would like to try again sometime :)