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(3 edits)

This is superb, great job Ameripon! The level of polish and attention to detail is outstanding for a Jam and it's close to being a full game - your game making skills are levelling up for sure!

The world is really atmospheric and the details, such as butterflies and sunlight shards really push the summery feel. Even down to the audio, with the boards creaking, the strong wind as you go higher and the different footstep noises add a lot to the world. All wrapped up nicely with leading the player gently into how the game works through the signs in the world as they progress, that worked really well.

A really unique concept too (quite hard to find in VR these days)... I bottled out of actually doing the trust falls in real life, but I imagine that would be quite a cool feeling in VR.

It's really great as it is, but I do have a few comments improve it if you fancy (quite minor points):

- I feel having just one catch would've been enough, instead of having to catch several team members. I think the game would be more fun if it was one catch, one fall for the player. Like Beard, I went all the way up to the omega fall without it being my turn!

- Block the path, or allow the player to jump when it's not their turn. Especially on the 3rd jump, it's a long way to go only to find it's not your turn and you have to jump down and do it all again!

- The difficulty ramps up massively for the 3rd fall. 1st fall is a walk up, 2nd fall you climb up a ladder, 3rd fall you climb a ladder, navigate a mountain side, climb some rocks, across a bridge - it's a long way! It's quite a leap in difficulty between 2 & 3. Feels like another jump in between the 2nd & 3rd would've been good to add.

- The tickbox at the start was a bit confusing. It says 'Automatic falling' but the box is unticked (so seems like you should tick it to enable it), but then when I tick it the text changes to 'manual fall' with the tickbox ticked. So I wasn't quite sure if it was manual or automatic in the end? Feels like it shouldn't have a tickbox, but just have it as a button.

- Also, there's a weird rendering issue happening on the Quest (didn't try the PC version) where there's a subtle dark outline around everything (around the edges of objects). Looks like a post-process or shadowing problem perhaps? This kind of spoils the clean cartoony look of it so it'll be good to get rid of that.

All in all, a really great, super polished entry and I really enjoyed it - with nice attention to detail.

Great job Ameripon!

(oh, and it had the default unity package identifier, so had to uninstall other entries to play it - just remember to change that for Jam entries :) )

(1 edit) (+1)

Such high praise! My game making skills are but a humble pebble next to the VR mountain you live upon! 
I committed a cardinal programmer sin and didn't backup the project via Git or ANYTHING. So there were some scripts I planned on changing to make some small quality of life updates but then I thought about it and was like... If I break it... I dont have a backup...so I'll just leave it as is. 

I also felt that the 3 catches per camper were a bit much. I wanted to update it so that you only had to catch 1 camper at point beta and 1 at point omega after you completed point alpha. It wasn't a hard fix but would require me messing around with the script a bit to let me choose the order of the player PER jump point.

I actually envisioned a point Lambda/Epsilon which was in the clouds and I wanted to make an elevator you could get on to get to it, but that was breaking the scope of the game. In fact I only had point Alpha for most of development. It was only the very last 2 days where I thought... gee I better add some more jump points if this is going to have any novelty beyond 2 minutes.

The tickbox is duly noted. I even wrote down that I would have a different explanation appear when Manual or Automatic mode was triggered so that you could see which one was enabled and what the difference was. Pure laziness on my part. Bad Dev! Bad Bad Dev!

The rendering issue is definitely the water shader. The water asset that came with the nature asset I used wasn't meant for VR so im sure that is where the issue is happening.

(1 edit)

lol - you're definitely not a pebble, you're climbing the VR mountain with me my friend!

It may surprise you, but I don't use GIT or anything either! (shocker, I know) - I find it slows down the development progress rather than improve it. Basically, all you need is to take regular back ups of the project's assets (usually just the scripts) and that's enough if you ever revert back to a working version if you get into a mess.

Thanks for explaining the level process and where it was going to go... Yeah, I get it now, if there was an extra, super high level you jump off after travelling up on a elevator (oh, that sounds familiar ;) ) then the difficulty ramp up makes more sense. Shame that didn't go in, I would've like to have seen that.

Still, it's a really super polished and fun game regardless, it's close to being release ready. I reckon with a bit more work you could probably make that a full game release.