Well, that was depressing.
By far the best narrative I've seen yet. Work of art, well done.
Great artwork, and good job using it to its fullest! Had some trouble getting clicks to register (I presume there was a cooldown, but without visual indicators the timing was quite hard to figure out), but other than that everything was smooth and engaging. Combat felt well-balanced and challenging in a good way. Stellar job!
Very cute and approachable, love the artwork and ambience! Difficulty is well-designed too, takes thought to get through the levels but only takes a small amount trial and error for it all to make sense. My laptop fans were blasting so hard from all the AAA-level visuals that I could barely hear the audio, but that's on me for not having headphones at hand :D
Great work!
Very intuitive gameplay, creative but easy to figure out without instructions. Good pacing and ambience, fun to play even for a longer time. Nothing notable stands out as negative, only thing I'd consider changing with the current mechanics is the enemy AI's bias towards the next closest tile to move to (at the moment it's quite easy to get them all to line up in a column and take them out one by one). Great job all in all!
That's a great idea! Sound effects I've already tried to add when possible, but I do put off working on audio in general mainly since it's by far my least experienced game development field (music in particular), so I never know how much work it will actually be and am afraid it'll take up too much time. I should probably build up a library like that too.
Originally additional levels, but after playing through other submissions I most regret not adding music. This was the first game jam where I got something out that wasn't completely broken and unplayable and the first one where I also had time to look at what other people made, and I hadn't realized before how common it was to use free music assets for jam entries. I'll probably do the same next time. I did play around with an online synth for a while a couple days before the submission, but didn't have time to commit and make something decent with all the missing features and bugs that needed addressing.
Thanks for the feedback! I agree, we tested it as much as we could but the sensitivity was quite hard to tweak since the movement, for some reason, acts completely different inside Unity and in the actual build, even though I've quadruple-checked everything is scaled by time and not framerate. I'll keep trying to make it more responsive while we continue working on this though!
I used two days of free time and three otherwise engaged days when I couldn't have worked on a game anyway to come up with ideas, plan them out and discard them after realizing I'd never be able to make them in time. Tuesday morning I finally had a doable concept, and I've had to scale that down a bit already as well. Still feels better than instantly committing to something that would've almost certainly remained unfinished, though.
Learning and actually completing something. I started developing my first game nearly 4 years ago and still haven't finished a single game. Most of that time I've also spent on a single large solo project, so my skillset is quite narrow. Still want to get into the game industry and got a few months mostly free, so I figured it a good time to try and build up a portfolio, and game jams provide a good framework/incentive for it.
Not that I actually managed to finish my game in either of the previous two jams I joined, but just gotta keep trying.
Hey, bit confused on one point regarding the rules. It states you're allowed to use whatever tools you have the commercial license for, but also that you can only use free and open source assets (with a strong preference against them if they're not created by you during the jam).
I've previously bought a code asset on the Unity store which aids with .fbx animation conversion into an ECS-compatible GPU animation format, which would this fall under (and would using these kinds of tools be frowned upon)?