Can't express how much I appreciate this thorough of feedback - thank you times a million, it's mad thoughtful of you!
invntiv
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This is a cute idea, the setting is well done and the control scheme is unique!
Improvement feedback:
- I would have liked to see the idea a little more fleshed out - I noticed that you added controller support which is pretty cool for a jam, so well done there, but that feels like the kind of thing you could maybe add afterwards in order to leave more time for content.
- A little bit of narrative introduction or worldbuilding about the environment or the seal you're playing as would have made the experience feel more full
- The controls you added and the underwater zone and the collision on the ice floes is well done, I think some more sound design would have made moving around as the seal feel more immersive
- Had a couple wonky moments with the camera, mainly when moving through the tunnels
All in all though, a great effort for a team of two! The seal concept is very cute and fun to navigate. Great job to both of you!
I got through to the end and I cant believe the parallels between our two cozy little tower games!!! What a trip. The artistic direction was just stellar. So cute. You make a great team together, everything came together in such a well-defined style and vibe. I would love to see what you guys could do with a full development cycle together! Thanks for sharing your work with us :D
Buen trabajo haciendo que el hielo sea resbaladizo. Como sugerencia, yo diría que probases a hacer que la animación del jugador corriendo solo se active cuando el jugador se esté moviendo activamente. Dependiendo de cómo hayas configurado el controlador del personaje, normalmente puedes hacerlo comprobando en el controlador del personaje si el vector x es > 0 o < 0. Por lo general, la entrada del usuario se asigna a un eje 2D, siendo X = 1 la derecha y X = -1 la izquierda.
Traducción realizada con la versión gratuita del traductor DeepL.com
Good job making the ice slippery - for feedback i'd say maybe try making the player running animation only happen when the player is actively moving. Depending on how you set up your character controller, you can usually do this by checking in your character controller if the vector x is > 0 or < 0, usually the user input is mapped on an 2D axis and right is X = 1 and left is X = -1
we were fortunate enough to have team members whose sole focus was narrative design, and we were sure to incorporate their work into all aspects of the creation pipeline; our ideation flowed from the narrative team to the art team for concepting and asset creation and finally implementation. This means that we had a lot of stressful overhead from how many times content changed hands from start to finish. We spent many hours in VC, creating spec docs/mockups, and chatting back and forth. For all intents and purposes, we followed standard operating procedure for a production pipeline, with the only difference being the short timeline and the fact that we were able to take a little more liberty with the procedure because a game jam is much lower stakes than an actual production with a budget. It was very challenging at times, but the end product is what matters, and it makes all of that hard work so very worth it to read responses like this. Thanks for your kind words and thorough review, we truly appreciate that you took the time to immerse yourself in Equinox!
hey you know what? That’s totally okay, these game jams are about having a structured experimentation schedule and learning experience. It’s all about challenging yourself and being able to create in passionate bursts - and it sounds to me like you all had an extremely successful jam in that regard!
Thank you so much for the kind words, it is SO nice to hear that <3
It was a real honor working with everyone on this project, so many talented individuals came together and poured their hearts into two weeks of nonstop work. Blood, sweat, and tears doesn't even come close to explaining it lmao. But seeing comments like this is truly encouraging; it feels so rewarding that people are enjoying their time spent in our little world!
some feedback for enhanced polish:
- disable character actions when interacting with dialogue and menu, right now the player swings their weapon ever time you click anywhere and the sfx gets a bit annoying
- in game instruction text is a cool idea! right now it says "right click to attack" so i think thats a typo
- sfx when you get hit by an enemy is way too loud
cute idea, i like the lighting mechanic and the concept is neat
Thank you so much for the detailed feedback, it's very much appreciated!!! You are too kind! <3
We totally agree about the clarity of the minigame - it's on our list of updates to make! For future reference the [E] to interact button will also allow you to leave the interact mode. The control hint text is visible at the top of the screen during the minigames, and we auto-close the cleaning inspector after you complete it, but if you interact with the item once it is complete it can be confusing! Totally valid criticism.
As for the wizard bust feedback, would you mind sharing some details about your platform and machine specs? would love to get some details about which users are having problems with it so we know how to approach the fix.
Thank you again for everything!
No problem - if you could log your bug on the github issues page, I can track the issue and get it fixed!
https://github.com/invntiv/SprytileForever/issues
I've got my own fork now called Sprytile Forever that I made targeting 4.3+ and will be actively supporting with bugfixes. Once it gets stable I'll even be adding in new feature requests from the community. One of my first features I'd like to work in is a spritesheet editor so that you can edit your spritesheet from right within Blender, and see how the changes impact your model's texture!
Hello! I've recently ported Sprytile to Blender 4.3+. It might have some bugs here or there that I'm working on stabilizing but for now it does indeed function in 4.3!
https://github.com/invntiv/SprytileForever/releases
Hello! I've recently ported Sprytile to Blender 4.3+. It might have some bugs here or there that I'm working on stabilizing but for now it does indeed function in 4.3!
https://github.com/invntiv/SprytileForever/releases
Hello! I've recently ported Sprytile to Blender 4.3+. It might have some bugs here or there that I'm working on stabilizing but for now it does indeed function in 4.3!
https://github.com/invntiv/SprytileForever/releases
I've started a new project and ported Sprytile to Blender 4.3: https://github.com/invntiv/SprytileForever
Please help me track issues so I can make sure to get everything ironed out and prepped for clean updates going forward!
https://github.com/invntiv/SprytileForever/releases/tag/v0.1.00
Please help me track any issues you run into! I'll do my best to get them fixed and updated as fast as possible!
I have created this palette for the ease of other users during this game jam. Compatible with any program that can import a palette from image, such as Pyxel Edit, Aseprite, and I'm sure many others. Hope this helps you save some time during the jam!
http://imgur.com/a/YCCX4
