Hello, I just wanted to ask do you take commissions?
ジェビ
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Well I got all four of the memories but wasn't sure if that was the end of the game. I died right after too lmao so I guess I will never know but a cool concept nevertheless. Like Eric mentioned I think having controls be global axis based would make the game feel better to play. I also think that certain camera angles are a bit rough in the rooms and different cameras can trigger abruptly when walking the hallways. I also think implementation of occlusion masking (to see through walls of empty rooms), sound effects like footsteps, and eerie background music could have made the experience more nerve wracking and enjoyable. But I personally can relate to the time constraints life can have on a game jam project, I hope you all had fun in the end and got to take something away from this experience.
There were definitely a number of bugs a came across and design choices that made it frustrating to play, but I liked the game and had fun once I figured out what it was that I was supposed to be doing. For starters, the main strengths this project has right now is in the art style, asset quality, and level design. The UI and HUD is really polished and stylized in some areas and more simplistic and generic in others but not to the point where I think it is bad per say. There are a couple of changes I would make to the game mechanics and overall flow to make it less frustrating. The first would be to have consistent movement throughout the level since I gets very disorienting with how often up down left and right get swapped around and made entering rooms really really annoying at times. Secondly, I really like the idea of pills being able to instantly heal patients, but I think the player should be able to cancel out of it, as well as make it a bit more forgiving in the case you miss the timing on one of the potions. I only checked out one of the upgrades since I forgot to go back to it but I like the buffs they provide. But other than I don't have much else to say other than the fact that there are a few bugs to work out such as the quit game button in the in game menu not working or the endless black screen that pops up after the 8 minutes expires. Still though this was a really a cool concept for a game (one I personally had in mind for second person horror) that has potential if more time is put into it.
Yay a Godot project, this one was really well done. Got through the game no issues and had fun solving the puzzles, only major issue I had was with the pop up hint that explains how robots get scared at the sight of each other since I was having trouble reading it in time before visibility was restricted and had to spend a few minutes making out piece by piece until I found out what was going wrong. The UI looked nice, background sound and sound effects were there, not very buggy, small package size, puzzles were fun and engaging, the level design and HUD made it possible to just play and beat the game no problem, good assortment of stylized assets that all fit the theme and designed to run on different platforms. There's a lot to like honestly, I would just recommend to work a bit on the HUD and pop up messages as they were sometimes hard to read and orient characters rotation (not camera) to movement since it looked awkward walking or running side to side.
While I have some issues with the game, I can't lie this is a really creative take on the runner style games and I think it has potential. Not to mention too it's pretty goofy and got a good laugh from me. To start off with the good I like the font choice and UI design in most areas except for the two progress bars that are in the top left which are very basic. Sound effects and design were also pretty nice and fit the the theme of the game but please turn the sound when you lose or die to the clown, my whole family heard that lol.
As for the game play, it's simple and basic enough to understand even when you are not told what the controls are. However, there are certain areas where I either could not see my character at all or stuff that was hitting me and it caused me to die pretty much every single time which was frustrating. I get the fact that its a horror game and the clown you are controlling is likely high which is why there is an abundance of weird camera angles but everything that is relevant should still be visible and not off the screen or super obscure. Still though good work on the game, I can tell you guys had lots of fun with it, just don't forget to list the roles for each team member in the credits page!
Alright, so I just finished playing after about 10-15 minutes or something, I don't really know how long exactly since I wasn't keeping track of time, and I somehow managed to stumble upon the third ending for the game by continuing to go down each level clicking e on everything I found. It was honestly quite confusing for me even with the synopsis on the games itch page since I wasn't sure if I was trying to escape or look for something in particular. I spent a little over half of my session under the assumption that I needed to find multiple different items to deactivate the cameras but it turns out I just had to walk a bit and that was it really.
There was quite a bit of work that went into this game in just a week so I can understand certain mechanics and design how to be cut from the game, however I feel like the development could have been done a bit differently to make it a stronger submission overall. I'll just bullet list a few of those that came to mind when I was playing:
* Add settings and controls menu that you can pop open in the main menu or while playing
* HUD that can guide the player
* Re-calibration of movement when being watched
Other than that I thought it looked very good visually for a game jam project and had a good theme behind it. Going forward, in addition to what was mentioned before, I think that the UI and HUD can use a touch up in game as the (E) to interact pop up message looked very last minute and basic, and while the assets and office itself looked really good man did it eat up my gpu and send my desktop fans into overtime xD so perhaps more graphical optimizations can be made.
Thank you so much, we will adjust the target arm length of the player's spring arm to 600 to allow for a wider view which should make getting seeing the different routes and paths easier. I've also gone ahead and adjusted the circles air control so it isn't unforgiving trying to jump onto smaller platforms, and the square has a high enough falling friction value it's virtually impossible to move laterally when falling up or downwards. We appreciate the feedback and yes, we have plans to continue working on this game in the near future.
Thank you so much for the honest feedback, if I'm being honest I was also aware of many of the concerns and frustrations you guys had while playing. The level was brutal in a way but not in the right way, platforms were and traps were a bit too small and frequent for how the game controls, and the star and triangles classes were supposed to have key abilities specific to them that needed to be used to solve puzzles, but we never got around to them. I do think there was a little confusion also going around the team as to what type of game this was going to be specifically.. well maybe it was just me but I thought the game would lean a little more into the combat side and that the level would also be designed to have areas specifically designed to confront and defeat enemies rather than just be a continuation of the platforming. Regardless, those are thoughts probably better suited for a postmortem report, but thanks again for checking out the game and suggesting your improvements.
To be honest I had thought of zooming the camera back further to allow for greater visibility within the level, and will definitely be moving it back 200-300 cm. It's currently using a spring arm length of 400 cm which I thought would be more than enough initially, however the levels weren't ready until the end of the jam and I wasn't aware just how big the tiles would be within it. As for the platforming part, do you feel the physics are too challenging and needs to be reworked? Or is it that the design of the levels is a bit too challenging and needs larger landing zones and less punishment for missing a jump?
