Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thank you for the feedback.

You are quite on point on what was rushed and what I did pour most of the time into. I spent around 5 of the days on making the character controller and the model for the character while I only had around a day to make the camera usable. I was away for aproximately the equivalent of 3 of the other days of the jam so that left me with 1 day to make a map and add a win condition.

The map only uses a voronoi texture generated by blender and to be honest, I know the visuals could have been a lot better if I had spent more time. And as for it's design I wasn't really inspired and I was running out of time so I tried to hack something together. I did try at first to guide the player with volumetric lights but those broke at certain angles so I scrapped them, then I saw the time ticking down and stopped putting lights all together. 

The firefox issue only happened on itch.io and as far as I was told it may have been engine related so sadly I can't fix that. The linux version was compiled on Arch which I updated the same day of the deadline (and that did update glibc) so the issue was with my setup having compiled the game with a version that is way too bleeding edge for any normal distro, I apologise. As for the windows one I didnt have the time to test, I am also sorry about that one.

But I am glad you found the movement nice and the player model cute. Those were the parts I focused most on and I most proud of. I will probably revisit this in the future dedicating enough time and care for the rest of the game without the pressure of a gamejam.

(+1)

Yes, yours is not the first game I tried to play with the same mouse issue on FF, that's definitely not your fault. And for the windows build crashing with wine, well, even less your fault, as it looks to me that wgpu is calling into a stub DLL (not yet implemented in wine). I was simply dutifully reporting what worked and what did not.


As for the general criticism, I want to make clear that it's a very solid result for a single-dev game. Good job! Budgeting time is something you have to learn the hard way!

Thank you for taking the time to evaluate the game still. I appreciate it.