Hey! Appreciate the feedback, and I'm glad you liked it! Strange coincidence, as I haven't been able to work on this game for quite some time, but I'm going to fine-tune it for an event in the near future. Please let me know if you found some bug / feature frustrating or something was hard to understand, and I'll try to adjust it.
ksznorbi
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I'm happy to hear you liked the core-loop as is. I'd be interested in keeping it the same, but there should be some more content or meta progression so people don't get bored even if they are not progressing. I'll think about how we could resolve this issue. If you have any suggestions, please don't hold it back (unless you want to create a similar game).
GameMaker is an interesting suggestion, I haven't thought about using other engine than Unity as I have several packages/assets already and I'm used to the ecosystem. Anyways I'll look into that engine as well, a bit of an environment change wouldn't hurt!
Hey, thank you for the feedback. Glad you liked it overall.
I've had an idea about the concept for quite some time. I feel like the game would need a design revamp if it's continued, in its current raw form is quite punishing. Without changes in the design it would probably fit some action platformer + hardcore puzzle genre which is a strange combination.
I'll definitely look into the game, but I'd prefer it to be some RPG where players' choices influence their relationship with the characters, and you'll need to build good relationships with them so they'll help. Also some mechanics could be added, where if players know the future, they can talk about it in the past.
This would require a lot of dialogue branching, but I think it could be a fun experimental game.
I assume you are interested because you'd be interested in a game similar to the one we brought to the jam. I'm curious to know what you think about this potential pivot I raised above. Would you prefer the hardcore "vanilla" puzzle game as it is?
Got your point. Probably more anchors would be needed, where the day is exactly stated by one of the allies and the other ally says something that can be referred back on another day.
On the other hand the reset is intended by design, we'll need to see if it's generally frustrating, or if it depends on the player. Probably some meta progression could help there.
Thanks for the feedback on the frustrating points, we'll think about them!
Hey, thanks for trying out the game! Yes, the controls were left half baked as the priority was to have the story and the calendar progression in check. It's inconsistent because it uses Unity physics movement instead of kinematic, so some of the horizontal movement gets translated into vertical when you jump.
I'll probably prepare some reusable platformer movement we can use in future projects as they can make or break 2d sidescrolling platformers.
Hey, thanks for the feedback! I'm sorry if you didn't find it fun.
I was the guinea pig for testing the dialogues, I found it a bit hard as well, but I was able to finish it the first time. It was adjusted for fairness by my feedback, but once you finish it once, it's not easy to know what else needs fixing, so we would have needed more testers for the dialogue for sure.
By "time wasting" do you mean you didn't like the game, or that you were frustrated when your progress was reset because you didn't have enough info to progress?
It's fine if you didn't like it, I'm just collecting some actionable feedback to improve on the idea.
Hey, thanks for writing the feedback! Not sure if your issue with is with understanding the controls / the goal, or if you feel that the game is unfair. If it's the former one, please use melloxa's guideline with a minor addition, that pieces are walking on a set path, so if you move slowly, you'll see what paths the enemies take so you can "plan" accordingly (I think this is not well articulated by us anywhere and if the player is rushing, they might not notice this is intended pace for the game).
Hey, thanks for the feedback glad you could immerse yourself in it. One of the main focus for this jam was to focus on the (spacial) sound first design so I'm glad for it.
Yes an interactive tutorial or some gif would have gone a long way. Probably if our game uses non-standard controls this is a must have.
I see the classic WebGL FPS control bug found you as well. The game is really fun and intuitive. If I had to pick one area of improvement, it would be the level setting, putting waling paths at the end of the playable area is really confusing, but with left and right clicking you can see where you are supposed to go, so it's not that confusing.
I'm guessing this is due to the lack of time, but tidying up the controls and adding SFX to movement and shooting would help game feel and user retention. Anyhow, I found my fun with it, my machine turned upside down, and when I pressed down and to the left, it started rotating and it elevated from the ground.
Cool little project, but if you made the scope smaller, and focused on just the tank exploring the area, probably it would be a good cozy game.
Very cool idea. The rock falling is unfair and sometimes huge rocks block the way so there is no way to dodge them. Probably instead of time freezing you used time rewinding, it could be a fitting fix for this issue. Otherwise the constant 90 degree turns made it really hard (at least for me). A cool concept for the corners would be some camera trick, where the camera yaws towards the turn's direction which would let you see more, feel the pressure of the turn and it would fit the vibe of the music.
Speaking of the music, I think it was very fitting, loved it.
Hey! Thank you for the music! Patreon Challenge 6 was just the music missing from our game submission to the Unity 20th Anniversary Game Jam.
https://ksznorbi.itch.io/lost-in-time
Hey, thanks for the feedback on the game! If you'd like to give it another try, try to wait in safe areas to learn the enemy pathing. It might not be obvious with the camera zoom and the guide we shared, but they are walking on a set path. I was hesitant about sharing this in the game info page.
Also, just to make sure you are not going down the wrong path: the game's goal is not to collect all pawns, but to use them to convert the enemies into friendlies by putting the pawns in their path (more details on the itch game page). Just wanted to make sure you won't leave with a bad experience, as I see this can cause confusion to some of the community members.
I liked the level design, and the variety of enemies, with different move/skillsets. I didn't get very far due to the single life system so I couldn't check how the metroidvania style / new skillsets impact the game.
The main character's game feel should be fine tuned, but I can see you focused on enemy design for this jam.
Very engaging game loop, with a fitting sound design. I didn't like the art, but overall this is one of the top games I've seen in the jam.
Also kudos for making the visuals repetitive but not dull. That's usually quite hard.
By the way, I automatically rejected everyone with a broken vase and I was incorrect once. I guess they provide some backstory, or justification for it. This was one of the best moments in the game, because I realised I really need to pay attention.
Hey, I've tried the web version, and somehow I wasn't able to move my camera with my mouse at all. I thought it was a feature until I saw the youtube video you added to the game.
The ending for me was kind of anticlimactic, when I mopped the floor there was a jump scare sound and the game prompted me to try again, so it was a dinner simulator from my perspective.
Based on my experience, it could be a feature for the visual style you are going with clever level design. I suggest trying it out.
Anyhow I rated based on my experience and the video you posted, but I wanted to share this story.
Clever twist on the OSU style games (not sure if there is a specific game category for it). Probably I'm not really good at this style because I couldn't clear it as fast as they spawned, but it's a really good idea.
I really liked the music as well, very arcady, but I don't think it was fitting. Some ER feeling or ER ambient sound would be more fitting.
The fact that the "fear" never goes away, even when you drop the parasites really helps sell the tension. I was missing the music (please let me know if there was music, I never managed to start the game with music) but the animations and transitions are very well designed.
It's also easy to get lost and never return to the well, similar to the "fear" it helps set the tone for the game.
A bit of a disclaimer, I don't speak French, so I might not be your target audience. I was blocked at the key part, I went all around but I couldn't figure out what to do, but I didn't want to cheat with google translate.
I liked the reviews on the game page tho.
Regarding the game, I like the rhythm and the building tension on screen changes. I really liked how the text conveys / visualises the personality or the mood of each person. The game is visually consistent and simple, I think "better graphics" would take away from this feeling you get from the text fiddle animation so it was a good pick.
Hey, read through the comments as I know how hard it is to communicate a game's purpose on game jams (for example, my game also met some confused folks, because I provided info on the game page and not in game). As my rule of thumb, if you are creating something that will not be trivial to the player, you should communicate it through multiple channels to set the expectation.
Even providing a bit more information, or "disclaimer" on the game page since you don't have a menu would have helped a long way.
By the way, I assumed that I'm also a worm, because of the tank movement, that's a neat touch.
I've only seen one exhibit in a form of a game, that was Goliath: Playing with Reality . Probably some narration every so often would have helped keep me in the game. Or the dome could have connected to some other domes were subtle things would change, like a museum.
Hope you'll find your angle to this game, because it's quite a niche style, you might get the attention of your audience.
First I played the game, I didn't have any sound, I checked the comments, and figured out I need to play again.
I would've wanted to say that music would be a great tool to set the tone, but even that was well executed.
If you are looking for some constructive feedback, I think the interlude scenes could have some optional networking/talking scenes with the other survivals (think of Expedition 33 tent / base) to give the players an option to get to know the world, and build some connections towards the peer survivors.
I also have to say, this is the best paced game I've seen during the jam.
Thank you for trying out the game.
We'll look into the zoomed out version. Our main design goal (originally) was to have I cell and hear different pieces lingering around and moving towards you.
Some tips if you are still interested in completing the game: If you know which raven is causing you issues, you can try to use the pawns strategically, as the pieces will move on the same set path on each retry of a level.
On the longer term, we'll need to revisit your comment on fairness with the zoom idea and some other alternatives. This is a very constructive feedback, thanks!
I see you also found the king double move bug/feature. We ended up not removing it, it's for the player to decide if they want to do a leap of faith to an unseen cell, where they do not hear the surrounding enemies.
Hey, you are right, the win condition is not visible to the player and maybe my instruction on the itch page is not that clear. If you'd like to retry the game, here are some pointers:
- Enemies turn into "hosts" if they hit a pawn (still an enemy, but is being converted)
- After some time the parasites turn them into friendlies
- They only ignore you if they are friendly, so you can stand in their path
- Turn enough enemies into friendlies to win the level
Did you wait for the enemies to turn into friendlies before moving the king in their way? I think you may have stood in the way of a "host" enemy, that was being converted by the pawn parasite based on your comment that they did not react to the pawns.
Thank you for the feedback on the game.
Hey, thanks for trying out the game! Did you manage to use the pawns on the enemies? I see many players are struggling with the pawn placement. Let me know if your struggles lie in some different part of the game, and we'll try to think how it should have been improved.
I'm glad you liked the raven "jumpscare".
My favourite part of the game was that you cannot reject the mysterious people's offer, it's very good for catching the attention of the player. The art style is very beautiful. I was missing the option for completing the levels on multiple paths (e.g.: sneaking around the enemies by jumping down in some sections). Otherwise very cool concept!
The music was very very fitting as well!
Sziasztok, update-ltem a game-t mert most láttam, hogy rossz verzióját töltöttem fel. és így egy két core element hiányzott. Ha jól láttam, játszható volt nélküle, de nem volt értelme a tutorial-nak.
Update-ltem a game page-t is, mert úgy tűnik nem fogok tudni élőben ott lenni az eseményen, és szerintem nem egyszerű elkezdeni a játékot, mert nem világos, hogy hova kell menni, mit kell csinálni sokszor, mivel polish-ra már nem volt időm. Remélem világos lesz hogy kell játszani vele, és élvezitek majd.











