Merci! J'avais complètement zappé pour la build windows, je viens de fix ça, merci du signalement!
Charlie_Wagner
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Très sympa visuellement, idem niveau son, le tout est cohérent. Pour le gameplay j'ai trouvé les contrôles un peu bizarres, on peut bouger la caméra avec la souris, est-ce voulu? La rotation du player est un peu bizarre et peu maniable, et le saut a une trajectoire un peu inattendue. Petit bug visuel, quand l'eau monte au niveau d'une plateforme on a du zfighting entre la plateforme et l'eau, tu pourrais la faire monter un peu plus au dessus de la plateforme. Overall le jeu reste vachement propre et polish malgré quelques bugs (on peut OOB en allant dans la direction opposée du jeu 👀)
Jeu assez simple mais ça marche! Il manque quelques feedbacks; la vie devrait plutôt être indiquée sur le vaisseau ou par une jauge, les ennemis ont pas d'indication de leur nombre de points de vie restants (et j'ai eu l'impression qu'ils avaient tendance à se superposer), et ça manque d'effets sonores/musique! En tout cas les visuels/shaders marchent bien et collent au jeu. Peut-être rajouter un peu d'inertie au vaisseau histoire de rendre la conduite un peu moins rigide?
Sympa, mériterait un peu plus de visibilité sur le statut du joueur (une jauge de vie au lieu d'un chiffre) et un peu plus de portée sur la frappe de base? J'ai pas eu l'impression que les pièces avaient vraiment un effet, peut-être juste une question de feedback. Peut-être voir un moyen de combo les deux? (lancer une pièce, la faire rebondir sur un ennemi et la renvoyer avec un coup de balai bien timé?)
It's definitely quite impressive for a 2 day jam, though the game is held back by some elements;
Performance is quite bad, seemingly due to the web build? Next time I'd advise making a standalone build just in case, also maybe look into light baking and occlusion culling if you havent as it seems you didn't use any (could be wrong tho!)
Also, there are some affordance problems; the buttons especially don't really look like buttons so an easy fix would be to have them glow like the energy sources, so that the player can follow the basic rule of glow = important
Really cool stuff! Love the fluid dynamics, really impressive stuff. The game does fall a bit short on the visuals/sound side tho, some more signs/feedbacks would be appreciated (like clearer indications on which ball does what, some sound when the level is complete, etc... Still, quite fun to play around in!
I also made a portal-inspired game, feel free to check it out if you want to!
Hi, the game will release on the 7th of April both here and on steam.
If you'd like to be notified when it releases you can wishlist it on Steam!
Hi, Thanks for the detailed answer.
I just wanted to clarify that my comment wasn't made as an insult to the game or a definitive statement on why/if it's good or not but as feedback on what I thought would help improve the experience. I did not mean it in an angry/rude way and I apologize if it felt like it was (which looking back at it I understand if you did take it that way).
As for the update I'll definitely be checking it out and hope I'll be able to see more of the game. Cheers!
Pretty Hard, as in pretty but hard...
The game has a really incredible visual style that's well supported by the shaders, effects and animations. Everything from the intricate engravings on the walls to the robotic voices you hear at some points really show the '82 tron influence while giving it a slightly more pixelated feel (which also reminded me a bit of hyper light drifter).
Sadly, the gameplay and level design don't really follow the path set by the visuals. The controls of the characters are not that precise (especially the weird delay before stopping you sometimes get when pressing a movement key) which doesn't sit well with the platforming sections. That paired with a death recovery time that feels too long for the number of times you die trying to overcome the obstacles makes it all the more frustrating...
The difficulty is thus all over the place.
You've got really hard platforming sections in the beginning of the game (like with the tube and later the moving platforms) while also having sections you can basically just walk through (the red corridors w/ elevators between them).
Speaking of the moving platforms, the game has a reoccurring issue of missing the hitboxes of interactable elements when clicking (maybe due to alt-tabbing and/or the mouse cursor?). This is especially frustrating during the platforming sections where you need to make a path from platforms that aren't properly targetable because the hitboxes seem to be off. The same thing applies for the collectable memory-box-things where it's really fiddly to collect because of said bug.
There's also a slight readability issue with not really knowing which wall/surface is actually tangible and which one isn't, though that's a minor complaint.
I ended up being stuck in the big space where you have to extend the bridge. I completed the puzzles (which are quite fun tbh) of each sub station but didn't manage to find the proper code to extend the bridge despite having looked around for at least 10 minutes. I thought it may be a bug and thought i'd try restarting the game, and with no 'save' option in the menu I expected that the game would auto-save, which it didn't, leaving me with an hour of progress lost. I hope you'll understand that I didn't restart it after that.
All things considered, the game is a great visual and technical achievement, which would be already greatly improved by first fixing the targeting/hitbox issue, speeding up the death recovery, and clarifying how/when the game saves.
Some more improvement options would be to rework the level design/pacing to ease the difficulty a bit more. I haven't been able to try the combat but would like to see how it works.
I hope you'll be able to fix/improve on these issues as while the gameplay has issues, the incredible visuals were what had me playing for an hour, and I'd like to see more of them.
Really nice experience! Loved the environmental exploration gameplay, though I would have loved a better payoff for entering the tomb! There was just a little bit of collision issue (or lack of collision) near the clue at the (spoiler) village.
Now i'm curious about what the visuals look like without the B&W filter ^^