I'm glad you enjoyed it. I did want to do stuff with the room shifting and changing. But I only found time to make something in the last 5 hours of the jam while traveling. So, I'm quite happy with how it came out despite my limited resources.
Capital Ex
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Whoops, forgot to include a link in the description. It's in the jam page and now this comment:
https://gitlab.com/Capital-EX/nothing-in-between
It's an interesting concept, but I feel like the usage of a fixed perspective isn't as strong as it can be. The angle I'm looking at should tie into the game mechanics somehow. Additionally, Some jumps felt far too technical to figure out with the camera restrictions. For example, level 3 required me to enter the blue portal and hit the green. But, I didn't have a way to easily see myself and the portals. Therefor, it felt less like puzzle solving and more like guesswork. I do like the usage of a fixed camera to construct spacial puzzles. However, I think the type of puzzle need some refinement and iterating on.
I like the idea of manipulating a vector field to control the motion of an object, but I think it's a bit too hard to predict how the flower will move. Additionally, the gaps you need to clear need fine grain moves that just weren't available. However, there is a solid idea here. Also, I think it's worth considering it as a mobile game, too.
I wish there was a bit more story to the game. I'm not sure what I was meant to understand. Also, I think tightening up the collisions would be a big plus. However, I really enjoy the idea of exploring a mysterious set of floating islands.
Unrelated to the game, I can't seem to get the tile map editor to run on Windows 10.
While the game was largely luck based, I felt got enough of a feel for the it to finesse my throws to improve my odds. At first, I thought I saw everything, but then I got past 1200m for the first time. That really hooked me in and I ended up getting to 2190m. I really love these long throw games. So, this is an around solid game for me. The music choice was also a good fit for the game. If you all ever think of continuing this project, adding power-ups and upgrades would definitely be the way to go.
It's also possible that the 2020 Jam caught some people by surprise. The jam's start data has been slowly creeping up the year. Additionally, it's likely people are trying to use new tools to score extra points. Using an open source engine adds 3 extra points to your end score. Also, 2020 is just a hectic year.
I think there is a solid core game here. A few things that I think would help improve it would be a more stable camera. Sometimes I would smack a wall and become completely disoriented. Additionally, I think the cursor need some way to indicate the surface is to far away. I definitely look forward to seeing this fleshed out more!
I liked the idea of base building and exploring a surreal post-apocalypse. However, the controls on keyboard were a bit tough to use. But, the controls for controller were much better. Also, the music didn't fit the game very well. It was good, but it didn't help build a cohesive mood. However, I think it is a pretty good prototype for a surreal exploration game.
Thank ya, I unfortunately didn't have time for the introduction pattern. And, I forgot to add an Angel death sound effect. They have a short particle effect, but nothing auditory. Also, the Angel that is going to attack you starts pulsing red and moves to the center of the screen. When, it pulls back you'll need to move. But, they are a little too fast.
The difficulty and visual cues are definitely going on to my list of post jam goals
Thank you! I didn't have the time to fine tune the difficulty enough. However, I can offer some tips:
- When the Angels darken, they are preparing to attack you. However, they never have I-frames. So, it's usefully to shoot the ones that are not trying to attack you.
- The one that is going to attack you should be pulsing red and should move to center screen. Center screen is a very import spot to watch.
- When it gets ready to attack it should pull back.
- Make sure to shoot multiple Angels before killing them off. Their attacks become faster when there is fewer of them.
- But, most importantly, keep moving.
I say "should" because it's possible that those cues are glitching out (lag or programmer error or both!). But also, the Angels are a little to fast. Additionally, the Ring Pattern is accidentally harder than it should be. When fewer Angels attack you, the delay between attacks becomes shorter. However, the Ring Pattern always sends one Angel to attack. Which means, the Angels can send a continuous stream of attacks at you. So, if you see the Ring of Angels, just don't stop moving and shooting.