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(3 edits) (+1)

Really ambitious project, so there's a lot to unpack here. I felt that it was well done, so I want to do it justice by being thorough here. All the little nitpicks are meant solely as constructive feedback. It's clear you guys put a lot of love and effort into this, so just know that this doesn't mean I didn't enjoy the game.

The visuals are really great, the low-poly atmosphere came together really well, and the music really helped sell the mood. The use of bright red to contrast the blue was used tastefully, so I'm glad it didn't end up being a major clash with all of the cool blue. I'm surprised how much modelling you were able to churn out in 3 days, so the fact that you were able to take all of that and also work all of that into your design is very impressive.

For the story/pacing, I felt that the scenes overstayed their welcome just a bit. The intro could probably be made so the narration and credits are going at the same time, as when the game crashed near the start of the game*, it felt a bit tedious to have to go through it all again with no option to skip. The VA could use a little work; it seemed just a little too dry at times, but even putting in VA at all must have been a pretty large chunk of time as it is. For the interaction system, I expected that, when I interact with an item that prompted several chunks of dialogue, they would be reset when I start interacting with another, rather than me having to keep hitting space to roll over to what I'm actually trying to interact with. Not a huge deal, but a small QoL thing.

The controls definitely took some getting used to. I understand now that, because of the static camera angles, making the character move along the actual direction of the keys could end up being disorienting, but it did feel a little clunky at times.

Gameplay was pretty enjoyable. Like I said, the atmosphere was done very well with the graphics and audio, and it generally wasn't too hard to get through the game. There was one point in I believe level 3 (?) that started getting frustrating though. When I had to find the area to input the trojan, that small area wasn't very prominent or noticeable, and I only found it by accident after about 5+ minutes of searching all of the rooms. I could just be dense and maybe others found it a lot quicker than me, but that was just my experience. Just as a note, there was also a corner in-between (I think) a vent and water-cooler that I almost got completely stuck in.

All-in-all, this was a big feat that you managed to accomplish in 3 days. I respect the major effort put into this, and it turned out as a very solid game. Great work on this!

* - I think this was when I interacted with the terminal near the start a few times. I'll try and replicate it in a bit and edit this later if I can I see now that this was meant as a joke when I re-read the dialogue. As funny as it is, like I said, the long intro and having to restart so early after only interacting twice is a little rough.

(+1)

Thank you so much for the huge response!

I really agree with a lot of things you said here, but I will pick out a few things specifically to respond to:

> I'm surprised how much modelling you were able to churn out in 3 days

While we did do the level design and the character assets (along with rigging!) we actually used some low-poly asset packs from [Synty](https://assetstore.unity.com/publishers/5217). I think the shader saved our butts, as it kept the style really consistent, but not immediately recognizable as an asset pack.

> as when the game crashed near the start of the game

Yes, I'm a bit of a troll. The first time you use the terminal, it says "I better not touch it again. It will probably crash." and then it sets a flag. If you use it again, the game quits, as if it crashes. I know, a bit mean, but I thought it was kind of funny. Hope that wasn't too frustrating for you!

> The controls definitely took some getting used to.

We took inspiration from old point and click adventures like Grim Fandango with something called "Tank Controls". Some people love them, some people (reasonable, imo) hate them. If we had more time, they'd be gone!

>All-in-all, this was a big feat that you managed to accomplish in 3 days.

Thank you so much, I'm glad you liked the game!

(+1)

Ah, I see. The shader definitely made it all feel consistent, so that was a smart move! I mean, I'm definitely not going to judge for using asset packs, I abused used a single sprite-sheet and font from Kenney for my game - as I can't do art to save my life, let alone do enough of it for a 3-day game jam. Especially in 3D!

"Tank controls," that's what it's called! I knew there was a term for it, but I was struggling to remember, haha. I didn't hate it, per se, and like I said, I totally understand why it was a bit more practical for you to use them. I respect the homage to classics.