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(1 edit) (+1)

Yes yes, he did a good artwork and he deserves credits for that, but I think the level design deserves more careful consideration. If you put that much effort into planning out each area, with each sub-zone, and platform placement, etc, etc, then it would better be fun playing through, right? 

Well, I felt a bit cheated with that wolf attack and sudden view range decrease, after which I couldn't even brake in time before I fell from my platform, and nobody can memorize and put together in their heads the whole map, while seeing only 3 x 3 meters of it every time on screen. 

--> If you manage to slow down the wolves, or increase the player's view range, as to see each ambush before literally falling into it at that high speed, then all this art would have finally be worth it! I know you were rushed, I had to cut a lot out, because I also planned more than I could deliver in time, and I also play-tested it A LOT (more than 30% of the entire timeframe) along with my friends, before finally submitting a fair, winnable, working version.

Cheers for the theme!

(+1)

I have a plan to address all the issues you mentioned and I commented about them below. With school, work, and family I did bite off more than I can chew and I admit it. I only play tested for about 3 hours before the end of the jam and I knew it was in an unacceptable state but I had nothing else to do other than submit it and go to sleep. Next Game Jam I will keep the scope smaller and more manageable and constantly have something playable with more frequent play tests. That aside I had a bunch of fun making the gaming and learning more unity has to offer. Thanks for the feedback I appreciate it and will make the necessary adjustments next time Cheer!