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Glitchwerx Studio
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Yes, it’s this! ^^ The choice change the music almost in realtime!
You can check out my new post about the original concept if you’d like :D
Thanks for the feedback! You can check out my post about the original concept if you’d like ^^
Many thanks, man!
You can check out my post about the original concept if you’d like
Dude, this is a very good project (especially considering it was made for a jam). I really enjoyed playing it! The visuals are minimalist but they look so cool!
If you make the gameplay more fluid and faster (I’m not sure if you kept it as it is intentionally or because of the limitation of constantly instantiating objects, but if that’s the case, maybe it would be interesting to use object pooling?). That way, the experience could feel smoother and more dynamic (just to justify, this is only my opinion, not me laying down rules).
(Additional rating points for the Oppenheimer reference haha)
Oh, no worries ^^
And about the lag, it’s right at the start of the game. I think maybe it’s the environment (the project have occlusion culling?). Maybe it’s my browser/PC, but I can’t be sure, since other games ran fine here. But optimization is something apart from the jams. In general, the idea can be polished into a complete game :D
Muito bacana! A única coisa que eu poderia deixar de dica seria tirar as sombras projetadas dos obstáculos que são de pular pois ao menos pra mim, acabam passando a sensação visual de que estão flutuando, mas não no mesmo plano do jogador, falando de forma hierárquica (claro, posso estar enganado e isso é proposital para confundir o jogador haha)
Cara, ficou muito bacana! (comentando em português porque vi que era br kkkk) Eu realmente gosto de pixel art, só a mecânica que achei um pouco travada (ou eu que sou burro mesmo pra aprender jogar hehehue), mas num geral, teria potencial, viu? Gatos sempre rendem bons temas e jogos haha. Seria bacana fazer uma musiquinha pra um game nessa vibe.
Yeah, it’s laggy, but the core concept is very interesting and weird!
One particular tip from me is about the graphics: It’s like the game wants to be retro 90s, but the graphics lean toward 2005, and the two styles don’t blend perfectly, Not a rule, but you could try removing specular shine from objects to bring a better crisp aspect and use textures with a more similar texel density.
I know I can’t say much since in my own game I didn’t have time (maybe around 20 hours to do everything like modeling, texturing, and even the music) to apply any of this (and I hated the UV map and the models haha). Maybe that was your case too? Yeah, but just a tip!
I really liked your game! Cheers!
Fantastic job! The pixel art came out superb!
Just one thing: It’s not a critique, just an opinion, but IMHO, the background could be a little bit darker and mainly a little bit colder in terms of color (yeah, it’s a meat world haha, but that would help create contrast to improve visibility when in motion. It’s a common technique to separate the background without really changing the color too much — for example, making a gradient/dithering (10% to 20% of the total vertical area) from a warm tone (reddish) to a slightly cooler one, maybe near magenta).
But overall, the visuals are stunning and nostalgic, really, a GREAT good job in pixel art o/
Hmm, very, very interesting idea! The core concept is very good and original! If this prototype ever turns into a serious game, I’ll definitely check it out! o//
About the transition: For the transition, a soft (but faster) fade in/out to black or white would fit better with the cosmic and space theme (at least for me, not a rule).
And another tip is to use the Unity’s additive mode in SceneManager.LoadScene() to toggle between the scenes, not just reload the scene again (at least I think it wasn’t additive, because sometimes the player would appear back at the origin, I could be wrong tho).
public void ToggleDimensions(string sceneName)
{
Scene scene = SceneManager.GetSceneByName(sceneName);
if (scene.isLoaded)
{
SceneManager.UnloadSceneAsync(sceneName);
}
else
{
SceneManager.LoadScene(sceneName, LoadSceneMode.Additive);
SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName));
}
}
(Something like this)
Oh, guy, many many thanks for your words! It’s very important for me!
I really think this prototype could become a “serious” game. Even though it’s small, the original idea was for the player to decipher the right instrument combination through enigmatic texts referencing colors (each instrument would have a specific color).
Oh, guy, many many thanks for your words! It’s very important for me!
I really think this prototype could become a “serious” game. Even though it’s small, the original idea was for the player to decipher the right instrument combination through enigmatic texts referencing colors (each instrument would have a specific color).
Just for example: “Here live the birds that died when that blue sky turned red like blood on that autumn day!”
In this case, the “keyword-colors” would be blue and red. There could be up to 4 or 6 possible combinations and the difficulty would increase because it would also use synonyms (and not only colors) with the idea of progressing through different ‘worlds’ — kind of like a short journey. It’s meant to be something simple and concise, since I don’t think this mechanic could be stretched into a long game, at least not for now.
Again, thanks and greetings!

