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Even using the link to the newer version, I had a hard time getting this to work. I encountered spots where I would get stuck and unable to continue, as well as issues where I could not get the attack system to work. 

Polish/Completeness
I have to dock marks here. I ran into issues that prevented me from attacking or completing the game. As well as there is no music or sound effects.

On the positive side, there are graphics and a title screen!

2/5

Creativity
This one is tough. I couldn't finish the game. But from what I did play, there are no cards... 

Yes, you added an item that affected time. As well as you could argue that you're exploring a ruin. 

However, compared to the other entries, I feel like I have to dock points here. 

2/5

Fun/Engagement
I couldn't get through the game or get the combat to work, even with the later upload. 

Unfortunatley I can't give a lot of points here. 

The idea is promising. I'm a sucker for time mechanics, and an item that freezes time is right up my alley. 

I just wish I could have experienced the game as intended. I can't give max points for a funny thumbnail :). 

2/5

Overall
Please don't be discouraged by the lower score. I don't enjoy bashing on games. 

I think what you have could be a really cool project. Unfortunatley what I played today I couldn't complete, and I can't judge on potential. 

If you do continue on this project, please let me know. I'd be happy to give it another try!

(1 edit)

Yeah thats fair, the combat did work on my computer but something must have broke between the build upload with it being webGL and on editor (I have little experience with webGL and I didn't end up with much time at the end to test it which was also my bad on time management), I actually am only now hearing it is broken so I was a little confused when I read the post until I went back and took a look. 

I can say cards are in the game, that was the broken attack mechanic, the idea was you press space and depending on what weapons you have, will decide what cards you have access to (your deck is decided by what weapons you have and selecting one allows you to select what enemies to select which then works like standard RPG rules), it actually even had title text, descriptions, and art as well as functional AoE and stun mechanics, but I guess ScriptableObjects don't work on the web for some reason? Again I have no clue, I assume it is a webGL issue I am too inexperienced on to have an opinion on at this time.

On the movement stuff, I immediately realised what is happening there, I didn't consider if a tile is consider impossible to move on if a wall is on it, making a wall sprite that looks small and then designing a room around it as if you could move around the wall is likely bad design decisions. Again I sort of wish I had given more time to consider such things and actually test it rather than trying to add as much as I did and not focusing as much on the core mechanics. I supposed starting the jam halfway likely didn't help but I certainly could have managed my time a little better.

Sound effects and music got cut for the same reason, nothing much to say there either.

Overall I am sad I couldn't deliver the experience I envisioned in my head but it is what it is. I was simply too ambitious for the time I had and tried to add way more than I needed thinking way too big for the goal of the jam which is the biggest lesson I learned from this experience. Thank you for checking out the game regardless.

Making games is hard! Especially in one week, or less!

I've also run into issues exporting for web players. Yes, it seems like scriptable objects are one of the problems with Unity exports, mainly due to the way the compiler compresses.

The card mechanics do sound pretty cool and would have made this game pretty interesting. Unfortunately, the build didn't work.

Collisions can be tough. There are a bunch of ways you can go about implementing it. For a game like this, my instinct would be to start with tilemap collisions. But that is definitely not the only approach. 

Personally, I find that I learn the most from being ambitious and pushing myself. The important thing is to just keep learning and have fun with the process. If you enjoyed making it and felt like the working build was fun to play, that's half the battle. Keep making games.

-Morgan