You're in unity right? Using the "New Input System" package is kind of a pain, like a lot of stupid boilerplate, but once you get it going it makes mapping different input settings together pretty easy and has pretty simple workflows for rebinding too, so I would recommend giving it a shot! (begrudgingly XD, the amount of boilerplate is, yk, bad) But either way, good luck!
Lagcat2
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This reminds me so much of the setup for a game I'm working on called Otherspace, the gameplay format is different, more like if Captain Forever was a sandbox game, but the setup is really similar. The whole being a convict working off their sentence through a mining company, but my super special resource is instead called Luciferin and it's like the secret to FTL communication but only because it unlocks psionic abilities in the AI adjutants that were commonly used by military vessels. I kind of do jump away from that setup pretty quickly though because there is like a whole entire catastrophe that inadvertently frees you, but it was cool to see something made by someone with a similar imagination.
Overall I'm a fan of the gameplay loop, the resource gathering and movement feel really good. I did struggle a bit with the controls though, in that my hands got pretty confused moving between ctrl and space and I kept accidentally ploughing into asteroids. I think a fun way to alleviate this could be if you added an auto-dampener upgrade with a toggle or something similar. Additionally I think your game would pair absolutely brilliantly with gamepad support, I think the controls would feel very nice in that format. Some sort of aid to depth perception would be nice if you could figure that out too. Overall though the gameplay was really fun, the atmosphere was on point, and I really enjoyed the like minded story telling.
The gameplay is simple but elegant, and outstandingly addictive. It is only a shame that the upgrades have to end. If you do an update after the jam ends, I think it would be cool if you added a final super expensive upgrade that lets you go critical on the other upgrades and push them past their limits at maybe like an exponential price multiplier per level. It would be so gamebreaking but also so fun XD
Yeah we really hope to get some more challenges in physics and other mechanics going in a theoretical remaster (plus like the ending and stuff). Not sure what the timing will be like on that but I hope you will come see it one day and finally reunite wit Mary! Legacy_CEO often mentioned the relationship between Khonshu and Moonknight while we were working on this, I think there may be a future where we look into games centered around shared/weird consciousness things. This was a start but it's something we'd like to explore, hopefully something interesting comes out of it one day! Thanks so much for playing!
Ah, sorry you couldn't make it off the roof! One of the things we didn't handle well was informing the player what to do or where to go. You kinda have to use the lunge mechanic to get onto the board to climb up and jump off the roof. You hold space and look in a direction to essentially jump where ever you're looking. Nonetheless, thanks for playing!
The driving mechanic is extremely fluid and satisfying and the gameplay does a decent job at supporting it, but I do think it could be better. The loop itself is good but I think it gets repetitive fast. I think it could be interesting if you continued the project and took it further in the roguelite direction with how they do varied unique passive/active items. The connection to the theme didn't feel super strong to me, but the visual theme and ambiance was very high quality.
It seemed like the gameplay loop wasn't quite finished and left me wanting more, but it did have very solid foundational mechanics and I think they played well. I'm a pretty big fan of the concept and the visuals turned out pretty good. I do gotta say the thumbnail had me laughing the moment I saw it and this might have been one of the funniest approaches to the theme I've seen yet.
Yeah I actually got that same problem for Dreamers Dilemma, not sure what's up. Online searches and analysis of the detected file suggested a false positive, but for now, if you are interested we did just post a web build. Unfortunately it has a few issues, namely missed shaders, physics anomalies, and broken gamepad/controller support, but if you can get past that it might still be some fun!
Me and my business partner Legacy_CEO would really like to look into completing it, but we do have some other game dev related (or more modding really) obligations to see to first. We are kind of a pair of dreamers so we set ourselves up with large scope projects and trip over them a lot. This is surely the most I've ever done in 5 days though, and was really good for increasing my dev confidence. We actually almost dropped the concept altogether pretty early on because we knew it was going to be hard, but ended up giving it a shot anyway, which ended up worthwhile imo despite it's broken state. Your game was pretty good too, are you the artist behind the character designs? I was a big fan of them. I want to get better at 2d design too, but my art rn is okay at best, so for this one I just did all the programming stuff and Mr. CEO did all other our assets except the music which is vvhelve's domain
The switch to video thing really caught me off guard but it was pretty funny. I was a really big fan of the billboarded characters, a lot of detail tends to be lost when going to 3d models and ofc you are trading certain details for other details but I never thought of this technique and I'm kinda a fan, especially because the character art is just really good in general. I did struggle slightly with some of the interactions, like it took pressing the associated key for the picking up the candles a bunch of times on each one. The ending was also pretty funny though so overall this was a very good experience!
So sorry to hear that! But I hope I can help! Hopefully this response translates well. The apartment door opens inward, so to leave the apartment you must pull the door open. To do this, the protagonist can grab onto whatever his hands are touching with the "Right Mouse Button" (RMB) or the "Left Mouse Button LMB" (LMB). In addition to this the protagonist has a lunge ability, if you hold the "Space" key, and point the camera in a direction, a force will be applied in that direction proportional to how long the key was held. I hope this helps! Thanks for giving our game a shot and I hope you come back and get to enjoy it! (do beware that pulling too hard on objects which are static may break the player controller)
Thanks so much for playing! Yeah that ended up being a pretty big design challenge too, so much that when Legacy_CEO pitched it I almost rejected it as impossible for the timeframe, but I'm glad I folded even though it ended up unfinished. I sooo want to come back at it at some point to fully flesh out the story, but for now I'll probably just do a patch after voting is over since me and CEO need to focus on our long term modding project which we were supposed to release like months ago >.<
Mr. Legacy_CEO truly is that guy! His voice acting for this turned out very nice, would you believe he isn't even a professional? But if you like his voice, be sure to check out his youtube channel where he posts gaming content, and will eventually be posting our devlog video! Thanks for checking out and rating the game!
https://www.youtube.com/@legacy_ceo
Brilliant idea and execution! The general concept of shooting from the place of your victim was very fascinating and intuitive. I think it flowed very well and the gameplay was on point. I managed to get through all of the levels eventually, but admittedly I did have a lot of trial and error figuring out how some of the other mechanics worked. Like I didn't really get what was going on with the ammo system at first. I think I expected the next shot I fired would come from where I currently was, especially if the player was already dead, but I got it figured out eventually. I also didn't immediately realize I would need to revive the player on some levels. Some exposition or a tutorial might be a nice future addition.
The game has the vibes of the old flash games we all used to play before they stopped supporting it, so if your engine has any sort of web player support I would really recommend doing a build with it, as it would be really fitting. Also, it would be really cool if the dead guys also raised their own gun when you used them to shoot, or maybe if it's actually the bullet leaving their corpse and not their gun maybe a little blood graphic or something could be cool.
Thanks so much for checking it out! Yeah the character controller is really messed up, I think it's neat in concept and it's fun to throw things around and play with the playground equipment, but I wish I would have been able to make it more stable. On day 1 when Legacy_CEO first said we should do an active ragdoll game, I was like, not a rats chance in hell we don't have the time, but in the end I'm glad he made me do it, even though it's a bit finicky I enjoy playing with it.
The music is actually my favorite part of the game though! I love the vibe that vvhelve has created in his playlist, I really wish my sound triggers were working better though..
I'll check out your game and drop a rating, and thanks again!
I really love the atmosphere here, particularly the audio design. The NPC chatter really had me feeling like I was going insane and the sounds and look of the portal had a very pleasing otherworldly vibe that inspires me a lot!
It is a little hard to tell your orientation once you enter the portal, I ended up putting the pieces in backwards the first time but I got it eventually.
Thanks so much for playing! I haven't gotten around to fixing much yet, since I was planning to wait until judging is over, but I do have an older build from before I accidentally broke the game. It is still very janky but you can get to the ending, though I lament it's more convoluted than I'd like. https://lagcat2.itch.io/shortwave-dim-rollback password: ShortwaveRollback
I agree with you about the monologue though! I remember scrambling around trying to test things in the last hour and really lamenting I had no skip button >.< You can be sure I'll include that in my post jam update! That and finally getting in a sensitivity slider.
And thanks for letting me know about the glass, I had no idea I missed the collider there.

