Bugfixes that allow the game to be accessible to more players are allowed. Updating the page with descriptions and screenshots is also allowed. Adding significant new features is handled on a case-by-case basis. Some feature updates that make the game significantly more accessible so that more can complete it and give more complete reviews may be allowed, but it is best to ask.
Dreaming381
Creator of
Recent community posts
Thank you for the kind words! I read all the comments you left so far.
I do plan on continuing this at some point, since I have some really good ideas for the story I can't let go. But right now it is on the backburner since I need way better animation technology than what is currently available to pull this off. 3D is planned, but probably not NieR levels. Making the controls consistent across perspectives and art styles is a big challenge, and the gameplay will probably be slightly biased towards platforming. But who knows?
Title screen was cool. I liked the startup sounds and the flying around in the menu and the graphics were interesting. The level itself made no sense, with the title text in the way and the sound loop was a bit annoying. However, I must ask, what technique were you using fo that massive bullet spray?
It took me a while to understand how it fit the theme. But I get it now. It's a good implementation of an "infinite survival" type of game, or at least I think that's what it is. I don't know, because I'm really bad at it and last maybe 20 seconds. That's a me issue though. I'm just really slow at these kinds of games.
This is definitely my favorite submission. The use of the theme for such unique and fair gameplay was awesome. And the puzzle design is really good.
Unfortunately, I can't beat all the levels for two reasons.
Reason 1: The scene is too bright and washed out. It actually causes me eye fatigue limiting the amount of time I can play it.
Reason 2: The platforming requires way too much precision for things you cannot see, which detracts from the overall experience. Either having a visible grid or keeping jump directions from any given platform limited to 8 directions and full speed from any "square" of the platform would have probably been sufficient. I just don't have the patience for that.
I think I fixed it. Turns out my workaround for another issue made an invalid (and unnecessary) assumption regarding this bug: https://issuetracker.unity3d.com/issues/scene-dot-issubscene-returns-a-different...
Let me know if it works!
First off, thanks for the amazing review! It means a lot to me, especially for a game like this where I took a lot of risks of players totally missing the details.
Second, nice job on actaully making it to the end! Hopefully my inability to texture anything other than derpy sheep face wasn't a big enough detriment to the reward of the win screen. The game was intentionally brutal especially near the end. Glad you caught on to the level count mechanics and the infinite retries.
Rising sheep give an extra boost to your jump based on their velocity which is higher when they are lower. It could probably use some tuning. As for the death fall, my intended solution was to speed it up a little every time the player dies. I ran out of time though to implement and tune that correctly without ruining the effect of the nightmare fall.
As for the nightmare fall effect, I had three instances of a VFX graph with different densities. It was basically the default VFX system with a box volume spawner and a very tall and fat bell curve for time over lifetime. What really sold the effect was the environment shaders. So there are white walls around the playable area to hide the bottom of the skybox and then there are the two platforms. I made shader graphs for them that unlerped the camera's global y position against two constant heights and used that result to lerp the main color between white/brown and black.
Thanks for the review!
The level is difficult because I only finished the first one and I wanted to challenge and troll some of the hardcore gamers who were sitting around me during the jam. I also wanted the ending cutscenes to be a rare treat for the dedicated. It is beatable. I've beaten it a few times without any sorts of developer tricks or cheats, assuming that you don't have the physics bug that makes you jump over the left starting wall and not be carried by moving platforms. The end of the level is just after the large moving platform section. There's no timer so I suggest to play patient and look for different ways to navigate through that section. All platforms are on either a 5 or 8 second cycle if that helps.
With that said, there's a couple of tweaks I could make such as adding a checkpoint like you suggested and animating the camera to pull out to give you a better view of the platform maze once you reach it. I can upload a version with those fixes tomorrow if you weren't able to beat the game!
As a side note: The final game if I ever complete it will have a completely different physics system and consequently different level design with a little bit smoother of a difficulty curve.
Sitting by the three of you, I know that there is a lot more going on in this project than meets the eye. For example, you have a custom navmesh system not using Unity's Navmesh nor A*. And also that dialogue system is completely custom. However, you probably only want to build 1 custom system in a 48 hour game jam, or else you won't have time to fix things when things blow up. I could have directed you to some really good Navmesh tutorials that probably would have made your life a lot easier. Oh well. You guys accomplished a lot for how little experience you had, and I can't wait to look at the code to see how you built some of those systems!
Bonus Points:
- Really good custom art!
- Dynamic music