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(+1)

Just booting up the game made me think the scope was too big, hahaha. I had some sort of bug happen with the interface after I added anti-aliasing and increased the shadow quality. Everything became much larger and was aligned oddly. Reverting the settings didn't help and restarting the game didn't help, but I was able to play through it. Scrolling with the mouse, either in options or the inventory, required the mouse to be directly over an element (say text, or a button) in order for the scroll to work, placing it in a blank spot (but still within the area that scrolls) wouldn't let me scroll, which was a little annoying.

The concept was ok, but seriously, the scope of this game was wild to behold and was much bigger than it should've been for the 10 day jam. I have no idea how unity works, but it felt a little asset-flippy. Also what was the point of Bob and John (was that their names?). They seemed to do nothing at all.

Overall, nice attempt, but needed lower scope and more work on building interesting elements for the player to play around, rather than just a large world.

(+1)

Thanks for playing the game and reviewing. I think everything you've mentioned is fair and I agree the scope was way too big (I did get a little carried away during the level design phase). As for the "Asset flip" feel to it , I can see how it would feel like that. The game is made using free assets acquired from the Unity asset store, CGTrader and Sketchfab, this is because of the obvious time constraints and the fact that I worked on this alone and my skills lay more in the programming and level design aspect (basically my modelling & animating skills are non-existent/trash lol). The Interface/ui bug sounds like it could be an easy fix (hopefully) I will try replicate it, even though I will be discarding most of this project after the jam to start fresh it could be a good learning experience to know what to avoid in the future with the configuration of the game. the other npcs (bob and john I think?) they were originally going to be enemies but the AI was buggy af and I couldn't get the combat system smooth enough for release so instead turned them into friendly idle AI for the sake of having more than one npc in the game. Upon talking to either of them they should give you a blueprint for crafting but other than that they serve no purpose (in this build at-least) I think I found the scrolling issue you mentioned and I may have found a solution for that but that again will be more for a learning perspective for me rather than implementing a fix into this build.

Thanks for your review/rating, if you're interested in following the further development of this concept/project then please join the discord (linked on the store page for the game) down the track I'll be reaching out for people to contribute once I figure out the best way to go about that and have got a solid plan/road map in place

(+1)

No problemo. I totally understand the inability to make models and thus using some free assets. I don't think this would've been a problem if the scope wasn't so big. I think it's the combination of free assets PLUS the unfinished empty nature that gave it that asset flip vibe. I didn't mean anything particularly negative about it, just an observation as a player.

But I'm glad to see you're continuing work on the project =)

(+1)

That's all-good, I definitely see how it has that asset-flippy vibe to it. I know for next time to keep my level design/scope realistic to the time-frame haha. Overall was a good learning experience and I got to test out a few ideas I had for this project and test out ways to implement them