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Brainwaves to Binary

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A member registered Mar 15, 2020 · View creator page →

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Thanks for the comment!  I agree with your feedback - ambient noise could have made a significant difference.  I did my own little post-mortem and looked at which skill deficits made certain things take a lot longer to implement (or get axed from the game entirely).  I hope to participate next year and submit something that I am much more satisfied with.  I appreciate your taking the time to play the game - I'll check out your playthrough.  Take it easy.

Good job!  Charming little game:)

Well, the monster is the type who's okay with a messy room but must have clean "facilities", so....

It's remarkable how much time can be spent on things other than the coding or other raw development tasks.  They're really not joking when they suggest just spending a third of the jam's time on dev and the rest on bug fixing, playtesting, polish, and ultimately publishing.

Good job!  Interesting way to design a puzzle game.  I encountered no bugs or issues.

Thanks for your generous feedback!  I had so many plans for this game, it's kind of silly to think about, given the timeframe.  I hadn't done much in Unity for a few months and got into this thinking I was more fresh on how to do certain things and I ended up scoping beyond features that I comfortably knew how to implement.  Next year, I hope to have something that will be less rushed at the end.  If nothing else, I'm glad I accomplished providing a scary experience!

Thanks for the comment!  I'm looking to work on a short project over a few months and am considering doing something along the lines of what this game was, with much, much more polish - I certainly learned a lot from the experience of this jam.  It is possible to escape the maze, but it's easy to miss - in the future, I need to playtest it more with people other than myself to see just how difficult it is.  I agree with the use of environmental sounds - I had intended to have sound for the various steam pipes, footsteps, various other noises from the monster, etc.  I also originally planned to have one or two more creatures wandering the hallways looking for you.  And getting the right amount of ambient lighting was tricky (the original version had the player use a flashlight, and everything was pitch black darkness.  I'll do better next time:)  Anyway, thanks for playing, and I hope to see you participate in next year's jam as well.

Thanks for playing!  Yeah, the monster has a 3D sound audiosource that is audible up to a certain distance, this means it will play through walls - which might explain why you heard it without seeing it.  The game really didn't end up meeting the vision I had for it, but at least just about everyone seems to be getting "creepy" vibes from it, which accomplishes one of my bigger goals:)  Thanks again! 

Great job.  Apart from a janky camera in tight spots, it looks and plays really well.  I saw you had issues with the WebGL version, so I played the downloadable Windows build.  The mechanic of switching to 2D on different planes was really effective for this kind of stealth/escape game!  The "completeness" of the game, including volume controls, multiple well-crafted levels, nice sound effects and music, and no bugs (that I experienced) was really nice.  I hope to craft such an entry for next year's jam (and other jams I might participate in until then).  Very well done!

Good job!  I ran into an issue where the mouse pointer left the game view/port.  I had that same issue with mine.  For the solution, look up "cursor locking" for webgl in Unity's manual.  They have some code you can attach to an object in the scene that will make it so that the cursor stays in the game port unless the player presses Esc.  Anyway, nice take on the theme, nice mechanics (I love tower defense games that allow the player to participate directly in the fight), nice use of sound and music.

Nice work!  Though it was short, it gave an impression of various game mechanics and set a tone and atmosphere that was interesting.

Nice game!  The levels got to be pretty challenging and triggered that tenacious, "one more try" syndrome that makes these kinds of games interesting - this could turn into something if you wanted to put the time in.

Thanks, I used Unity's FPS controller for the movement.

Thanks for the comment and feedback!  Glad you felt some creepiness/intensity:)

Great job!  I was trying hard to stay alive but once I found out I could possess other living things after death, I leaned hard into that!  Nice interpretation of theme, fun, cheeky story, and nice crafting of "puzzles" that required something more than just mindlessly throwing oneself at the enemies in order to win.

Thanks for checking out the game!  I feel that some of the atmospherics came out well, and if I'd been able to implement more of what I envisioned for it, it would likely have been quite a bit better - but that's game jams in a nutshell (at least for first-timers), isn't it?  I learned a lot and hope to have something even better next time.

Thanks for the comment.  Yeah, it's certainly got lots of room to be improved upon - I had much more vision for it, but fell short due to a mid-week loss of confidence in the idea, then spent several days on a different project for the jam, then came back to this one.... needless to say, I learned a lot about scoping, as well as where the weak points in my skills are so that some of the more rudimentary aspects of polishing a game are easier to implement!  In any case, I appreciate that you checked it out!  Maybe my submission next year will be much better:)

Thanks for the comment.  While it came out far more rough around the edges than I'd have liked, I felt that the atmosphere managed to come out okay.  Thanks for playing the game!

I didn't quite finish it, but I got a good feel for the boss fight.  I thought the mechanic of that sphere ability placing the player into the time an hour previous (when everything is intact) was interesting and well done.  I'm sure there are some graphical optimizations you could make (should you pursue this game further) - my 1080 Ti was running hard through the whole experience.  Great job with the level, boss fight, and ability designs!

Very "on-theme".  I played for a bit but never completed, though - a few times, the dimensional switching put me into places where I was stuck and at the mercy of whatever was attacking me, but these kinds of rough edges are to be expected in jams.  Good job with your entry!

Good job!  It worked well and felt pretty polished for a jam game!

This was fun.  Reminded me of old point-and-click adventure games.  The ending was amusing, too:)

If the license terms require attribution/credit, then you need to give it. Anything that is "public domain" or has a Creative Commons Zero (CC0) license does not require credit, but as @ffwied said, helping to spread the word about the people that create the assets you use for free is nice.

To add to what @Satinel alluded to with getting people to play your game, if your game works as a WebGL build, allowing people to play in their browser will generally result in more people trying it out since it makes that process simpler.  Having a smaller download size is the next best thing.  Of course, if you have a 750MB download and the game is exceptional and generates glowing comments and word of mouth, it'll get good attention anyway.

As a nerd, I have to point out how good an exercise it is to learn to optimize the assets used and the size of the build, so good for you for delving into that ahead of time.  Especially if you ever intend to develop for mobile, build size can be a really big deal.

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You can use assets that you create in Blender.  You can also use assets you create in other programs like Maya or Plasticity (paid programs).  The point is that you are not to use assets you spent money on directly.

Edit:  Some services like MotionArray.com have subscription fees that open up libraries of content like sound effects and music, among other things.  Even though you don't pay directly for specific assets, because you are paying to get access to a curated library of assets, I don't think you can use those, though you might have to ask the organizers about that to be sure, if that's something you'd consider doing.

It's overwhelming, isn't it.  You feel like you're supposed to have this endless energy to do something outside of your comfort zone, and as you hit more and more roadblocks, the "resistance" to "doing" becomes stronger and stronger - I mean, why keep doing it if it's just going to be so difficult, right?  I'm definitely projecting in this response to your post because as someone who stepped away from Unity and game dev for a while, I'm finding I'm pretty rusty in ways I didn't think I'd be and have been struggling.  So, you can look at it a few different ways:

1- Give yourself permission to fail to submit anything.  You have an idea about what you want to do and it might take you longer than the game jam period allows.  However, you will still anchor a lot of things into memory and your game development skills will be better.  Plus, you can still complete whatever you started, add it to your Itch account as part of your portfolio, and you'll be all the more prepared to join another jam and do better.

2- Give yourself permission to fail to create the game you wanted to, but commit to submitting something.  This will involve stepping back, re-scoping your idea, and still be able to submit the game and get some feedback - you'll probably get more people playing it and giving feedback in the midst of the post-jam activity than finishing it in another month.  Properly scoping a project is a huge skill that will be incredibly valuable for you to develop for future jams and even commercial projects.  FYI, sometimes you lose energy toward an idea because you're not really into it, too - so you can use re-scoping to re-conceptualize the project entirely.  At this point, you still have like a week.

3- Give up... for now.  Maybe now isn't the time - maybe you're really distracted with other things or maybe you don't have enough of whatever it takes to "fill your cup" with what it takes to get even a small, mediocre game submitted.  Game dev isn't for everyone at all times - maybe you need to build more skills and get some other small game projects completed on your own before tacking a jam. 

Personally, I left the jam and just rejoined - this past weekend wasn't what I had hoped it would be at all and had the disappointing sense that I wouldn't be able to submit something I'd be okay with.  However, after sleeping on it, I'm going to go with #2 above and just get something done - probably with a strong focus on a particular thing that I think I can do well, like lighting and post-processing, something visually pleasing but not necessarily as fun and riveting as I originally wanted to.  I'll take submitting something as an accomplishment and look forward to adding a focus to my game that involves something interesting to me to learn or develop further.

Can you be more specific about which game mode(s) you would like to see?

Some sample ideas are in this POST.

You've got talent, keep it up and good luck to you!

I second that.  Good talent:)