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If I had one word for this game… I’d say “ambitious.” It feels like you shot for the moon. I like arcade games in these jams, but I love when people go all out on narratives. In that regard, you don’t disappoint here.

I played this game in Linux through Wine, and I had two main bugs. For one, the Presences are rendered below the skybox layer in priority. Combined with short culling distances, the sky regularly clipped through them. I also had a bug where the gun model was invisible– not sure if that’s because of my setup or not. Otherwise, the game worked as intended.

I was pleasantly surprised by the locomotion and love that you incorporated a Soul Reaver style approach to death where you purchase a replacement body. Unfortunately, there isn’t much to do with either the ammo or coins and the amazing shopkeep voice had no real purpose in game. I felt that the bugs could use better reactions to bullets.

I also appreciated how the Presence view lacked any kind of view bobbing or anything. I got comfortable with that perspective thinking “Okay, locomotion is basic, just a jam game…” then BOOM, I’m using a locomotion system with accurate sway and can go third person? I loved the body shops with the bells and the sheer number of dialogue lines you crammed in there… it gives the world a lot more personality.

My biggest frustration with this game comes from the level design. In both cases with the trials, I completely missed the doors and checked every inch of the map as both a presence and in a body to find out where I was supposed to go. I wish there were more lights pointing in the right direction and better uses for the coins than “skip past this area.” This is obviously a ten day jam so issues are expected.

I really enjoyed my time with this game and wish there were a little more in it. More importantly, I think you could probably do a lot more with the ideas in it with more than ten days– but for now, this was a really interesting project that I enjoyed my time with. Awesome work on the submission!

Seeing the Continue button that is “not ready yet” might be the cheekiest way to tease a postjam version I’ve ever seen. If you do continue the project, I’d love to see it.

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So glad you enjoyed it and really love the feedback.  I don't know much about how mac and windows are different but what you describe sounds like the post process I used to create the fog effect. It's an unbounded postprocess that uses the culling and depth. Very very very cheap on resources so very efficient for creating fog. Not so easy to control color though but still in that regard. My guess is the mac doesn't read it the way its intended and that causes the issue you were having. 

I do want to expand on it so that will be something i will have to look into. I totally agree with you, there is not enough feedback for the player to know where to go and iI will definitely improve on that.


I'm actually seriously thinking about remaking it after the jam results but planning it properly and rebuilding from scratch.

Initially wanted the shop to have more than 1 body. You could have a variety to choose from and then the story would also develop even more. Different bodies could have different skills or abilities etc. But when it came to doing the coding i realized i would not have enough time for that hahaha. 

Thanks again for playing i really appreciate it and if you tune in on my channel every now then I'm sure you will see me remaking this soon. :)

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In my case I was playing on Linux, it’s tough because it’s hard to know for sure when a rendering bug is just down to the game’s time constraints or specific to my system. I want to give useful feedback, but sometimes it’s just entirely my problem to deal with.

There’s another game entry in this jam called Outer Darkness, a horror game that similarly tells a story through a linear set of areas to explore. I would highly recommend taking the way they’ve done lighting as reference because the work there is masterful.

I completely understand the shop limitations, and the moment I saw the layout I immediately knew your intention was different bodies with different prices and stats. For what it’s worth, getting a complete linear narrative adventure with as much content was on offer is still impressive for a solo ten day effort. I’ll be watching to see where the project goes, good luck on your future endeavors. :)