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(+2)

Frame rate continued to drop, and the visuals are really hard to tell. In other words, this isn't compatible for the web. I can't really see through the portals, until I'm really up-close to it. Which is a bit of problem because this is pretty difficult to navigate through. Portals that were placed on areas where I could fall down into the void were impossible to make. I couldn't build any speed to make that jump, which was frustrating. Also, after going through some portals my camera continued to spin out of control and I didn't know where I was going, until I spawned back.

Also, I don't know if Valve's music is opensource for the public to use on commercial or personal products. But pretty bold move to take one of their soundtracks, and not credit them or the composer with the rest of the team on the main menu.

Level design definitely needs more work.

(1 edit)

yeh Definitely over scope. We should have gone with something a little simpler. And I totally forgot to mention the music it was really tight. the Initial submission was not really playable so we managed to fix some stuff before the deadline but not all of them. With the frame rate I was gonna use occlusion culling but then it just made the game wired after implementing it, so i had to go without it because I couldn't fix it before the deadline. With the portal part we initially were going to use portals that are not see-through. But we over scoped again closer to the end and we thought we can make it work in time. Definitely learned a lot from this game jam. At the end of a day it's a game jam, it's not really possible to make portal in 3 days.