Thank you for your wholesome comment. Nice of your brother downloaded it for you. :)
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Yeah we focused on the core gameplay and level design during the jam and skipped all the extra stuff like menus.
Also thanks for the feedback on sound. Created one of them using MetaSounds from UE5 and the rest was just me recording mouth sounds 😅 but they worked out very well, the switch sound is the only one we took premade.. Also good that you like the music Kevin MacLeod does amazing work.
We'll see what we do with this prototype the coming weeks. During the jam we had additional ideas for more combinations of the existing mechanics and some alternatives.
Thanks glad you liked it!
Yes, this bug will be fixed on sunday (timed due to rule of the game jam) once it is fixed the remaining levels (12 in total) will be available :) So look forward to more fun! (posted with company account first)
We'll see where we take it from here :)
Nice idea, the left/right mouse button blobs should have different color so you immediately know which button to press. Otherwise sometimes it spins in the air and you press the wrong one making it frustrating.
Great idea and clearly is fun. But some things just make it too challenging / unforgiving.
Spawn changes depending on which ship was last controlled. Making it behave weirdly for sequential attempts and learning process harder than necessary. Drifting / continious movement after retaining to spin again makes it harder than necessary in small spaces.
Presentation is nice.
Audio is overtuned/overmodulated and crackles (which I guess is not intended)
Nice game and interesting levels, Visuals are a bit bland and music can become repetitive quite fast. A flaw in control scheme from my perspective is that it requires a keyboard with WSAD and arrow keys available (had to find an older keyboard with both).
Nice visuals and idea.
Spawn rate could be faster or maybe after a time threshold you get higher base spawns like already a single combined one to save the first step.
Another thing is that there are some spawns on the left of the screen which are very hard to see.
Really like the wacky style. Could've been more from my taste :) but find it very appealing.
Game design wise it provides unique play and I really enjoyed it.
Points of critic for me is the sound effects are a bit overmodulated (cracks), a smoother sound scape would fit better imo
The tracking of bounces, steps and time is too much and I understand it is for personal highscore hunt, but due to the way movement changes and it's usefulness tracking it makes it a bit harder.
I would however show those stats at the end.
Balance seems off for an idle game. (or i am just impatient) Usually clickers have a fast upgrade path early on, due to the split of ressources from the beginning it takes a lot of Luck and items to get the first upgrade (best case 25, worst case 100 with even garantueed distribution)
Visually I like this very much and can understand the idea.
I really like the idea. The controls need more work. Moving parts and dragging does not match well, there are some issues i.e. falling tiles keep adding to lines drawn. Simply clicking them as they fly by would improve usability.
Could become a great learning tool for words with more work. Presentation of a wizardy setting could attract children to learn new words.
Generally the electric pulse seems to be too overpowered. Recharges too fast? On the other hand helped me once I was out of bullets.
Health regeneration would be nice addition.
Sound and Audio is not my taste and really makes it hard to keep playing. ( too loud by default )
Thanks! Great idea, would need some tweaking as every destructed item currently reduces your remaining time 🤔. But maybe a general change to the time mechanic would make it feasible. Maybe making it an anger meter raising with every destructed item and falling over time (kinda like star systems in GTA).
Really solid base, I've kind of found the melee attack to be the worse one. It's explosion radius didn't carry on with the animation (so it was just a single hit, and you had to time it right). Since enemies all have the same HP it felt less rewarding.
I think having the weapon switch randomly on timer would fit the theme better. Usually once you get the spread shot there is no need to press right click from what I've played.
Yes a conduit type-of-thing is actually planned and currently in the works. Might not show the full flow but gives you more of a hint. Still busy fixing bugs, working on the combat system and creating our first enemy. We might also add dolly shots to give you a clue about what you've done, if it is not easily visible.
Also we are actually adding a proper tutorial the signs were are quick-fix pre gamescom so we can let people play by their own.
For the cogs we thought about some reset mechanics. Reseting would make them easily exploitable maybe.
Can you post your specs, especially your GPU?
> This version is not optimized and requires a good PC to run. If you expierence stutters, framedrops or similiar - We are working on it.
Currently the required / recommended specs are quite high as we did zero extra optimization (except engine optimization - whcih we just did not touch).
We would recommend the following specs (not final or complete):
+ 8GB RAM ( Game currently just uses 500 MB as we profiled it)
+ 2,4 GHz Quad
+ NVidia 960 GTX - 2 GB VRAM ( this is probably the issue we currently have - as all textures, meshs etc. are loaded at once )
Just saw it on youtube :D probably the fastest I saw to that point (including on events).
Well done - I guess :D
We knew about some tricks but the one after the lift-room. We didn't know that far. Most speedrunners we had so far used the cogwheels to jump on (which was fine for us as it is quite tricky to get them placed verticallly - without them rolling away).
Love those videos for bug finding! But looks mostly like collider problems *phew*
"Taking gears with you can help you to cheese some puzzles."
That's true, and leads to the known issue that the player would then always carry on to a gear, because he could "need it later". We've seen this behaviour in one of our earliest gameplay tests. Without wires one of the planned solution would not fit in and the player just would think (even more than now) - "Well that was random.".
Yup, the wires are one thing we already have in the pipeline for feedback. Sound should play but probably is too quiet due to spatialization. But a sound for "puzzle solved" is already in our mind.
In the puzzle design the idea is to create one medium sized compelling puzzle is good. We didn't really focused on actual puzzle design right now and tried to explore what we can do with the limited mechanisms ( there are actually just 6 devices ) to bring them into interesting setups to give a hint where we want to go with it. Therefore I understand your argument that currently it feels more like being in kinda like mashed together puzzles (laborious).
But also more mechanism would not mean more interesting puzzles, we already know that - it just means easier variation but the player gets thrown something new on his head. And that's just how the puzzles currently feel - The player just get's introduced a new element mainly every puzzle - which destroys pacing. The level is not reflective in level & puzzle design for the final level. It's mostly a playable sandbox which allows us to show players what our idea is and see how they react.
I think the main issue is we haven't yet figured out how we want the puzzles to actually play and throw ideas of us together to see what can work and what not :)
Currently you can not really get "stuck" leaving behind a gear. As some doors open in an XOR pattern so you can access the area again but have to take the long route.
The activitation (how long does something stay active) issue we want to try to solve by actually using a more like energy system (which will be enhanced by the wires - visually) so doors actually use up energy once they open.
There is a lot missing - in terms of feedback for the player and additions to the game so we can leave players experiment alone and analysis how they play (the signs) in the game, as our intended solution will take a bit longer to create than just simple signs :)
Again, thanks for your in-depth feedback on the puzzles :)
I know the game is pre-alpha but I was shocked when it ended becuase I wanted to play it for a while longer but I think it's looking great and I can't wait to see how the game develops. Are you going to have different themes? Gardens/Sci fi/Frozen landscape or maybe even an underwater adventure. Extra weapons? I can't wait
We want to extend the current map of the pre-alpha further down the development line when the two missing major features are complete.
Yeah the pre-alpha is ~30 minutes long if you don't know anything (that's why the signs are there to help people understand - only a pre-alpha solution), but only takes ~5-7 minutes for people who already know everything. The Pre-Alpha is just like a demo for us to show the game to people and get more feedback on it (esp. from gaming community). We got plenty of feedback from fellow developers / game-industry people, when we presented it. But wanted to know how people we don't know react to it :). Plus, the "Time Shimmer" is quite hard to show off with pictures - so making it playable was just a choice we made.
There won't be actual "levels" - more like one interconnected canyon - so additional themes come only as part of the canyon / left-behind otter civilization stuff.
But the canyon you have just explored is supposed to be flooded by water which is currently hold back by pumps. Thus allowing you to swim through the level and explore it freely with a different tone to it :) So to test if the tech works for that - we will make the pre-alpha canyon also floodable. (it will most likely be the new end of the pre-alpha, spoilers)
The second major feature is the combat system. Currently the input is unbound for your weapon as we are just starting out doing our own animations - including attack animations. Most of them are placeholders or retargets of ue4's third-person animations.
Everything can change of course during the events of development. If we figure it ain't fun / good enough - we need to change some things :)
For the time being, changelogs will be posted here. Until we generate them in our build-process and package them with the game or provide them in another form.
- Fixed: a typo on a sign in the second puzzle room
- Fixed: Game activating pluged-in Oculus Rift