No worries, it is just a minor issue.
I wasn't even thinking about pressing anything while the intro is playing! Probably I got used to just watching any cutscenes when playing games.
The premise is cool and the idea of using fog-of-war in a management-sim game is neat.
It is such an ambitious genre to be made in a game jam though, so great work on making it to presentable stage!
It was quite confusing on what to do when the game starts. I wish there is a tutorial level that guide you through the UI and landscape. So, instead of being able to choose where to land, maybe it should've always landed in a fixed location with rich resources, because first-timers certainly don't know anything about the game yet. Or another suggestion is to be much more forgiving with the resources.
But overall, I like the idea of the game and would certainly want to a see more polished version of it.
The art itself is quite polished but the UI some more work (it's forgivable since this is a game-jam).
Great work!
I love the art and aesthetic of this game! It reminds me so much of the late 90's early 00's video games, particularly Pepsiman on PS1 where the NPCs are flat 2D sprites in a 3D world. The character controller is also done well, roller-blading around is pretty fun.
Unfortunately, I can't comment on the gameplay since there it is almost non-existent.
But this submission is a really cool proof-of-concept/prototype for the art and player controller.
I would definitely want to see a more fleshed out version of the gameplay with this atmosphere.
Kudos on the submission!
A cool interpretation on the theme.
The aesthetic is charming and overall the art looks very cohesive.
The tutorial is very helpful to the player to get immersive quick and knowing what to do.
My two cents, please take it with a grain of salt.... in further levels where it gets big, it can be off-putting not knowing where the packages and drop-zones are. Since the premise of the game is a delivery service, I feel the player should be able to to tell where things are in one glance (like a mini-map telling what is where). So the player can focus on strategizing which route to go first or which action to take first, not exploring the map. Delivery service shouldn't explore places, they should deliver things efficiently.
Edit: on further play, I discovered that you can zoom-out to locate things quicker. This did alleviate the frustrations I had. I still do wish to see how the game feel if we start each level with a zoom-out screen with the package and drop-zone locations.
All being said, this is a very solid submission!
As for the current state of the project, being a shipmate just going around and digging for stuff that you don't know where to look for is repetitive, however it does fit the game jam theme really well. You can make the repetitiveness bearable or even fun if you can make the player more "fun" to control (e.g. less clunky movement). The cartoonish-style is OK, although more polish on the animation would also help with alleviating the repetitiveness.
It also helps to have an indication on where you have dug as to avoid spamming dig without any purpose.
Good job on the theme interpretation.
Firstly, good visual style.
Then, interacting with the cat using both keyboard and mouse is really fun. Kudos on the controller implementation!
As have been mentioned in the description, there are some area that soft-locked me from progressing further. One between the shelf, and another one I got stuck on the floor (cannot jump) on the where there is a moving platform.
Personally, I think the intro text is a bit slow. But maybe this was deliberate.
For lighting, I wish the immediate area around the cat is a little brighter to illuminate the cat's line of sight.
Overall, it's a nice little platforming game. Good job!
Thank you SnakenBacon for your feedback, we are glad that you like it!
Your idea of reversing the meter sounds cool!
We had an idea to only alter the properties of the cloud, i.e. hard/soft-ness, thick/thin-ness, etc to get the cloud into different forms with different abilities. Time didn't allow us to experiment with it though.
Yes, we should've included a level that forces the player to change MC's direction using Platform Cloud. Totally forgot about that while designing the levels ^^;
I love turn-based tactical games and I think the gameplay has a good premise. I would like to see how it plays when it is more fleshed-out. The gameplay communication is not clear enough though. Such as.. after being in shoot mode, you have the cross-hair icon, but after enemy and then back to your turn, the cursor icon got reset. And it's quite difficult to select the enemy soldiers and barb-wire. Cutting the barb-wire also lacks visual communication so I wasn't sure what was happening there. So clear gameplay communication would be the first thing I would wok on if I were in this project and would like to pursue further.
All being said, you really nailed the atmosphere, and sound is really good, I personally like the clicking noise that is played while toggling between shoot/move :D Overall, great job!
Some minor issues :)
When I hug the wall, I can see through the Unity's default skybox. Which itself is not a very bad thing, but it's just nicer if the players don't see that.
Though I understand the surprise element in the game, it feels like it is still not a complete game yet because it doesn't come with a goals and challenges other than running around and shooting zombies. Maybe putting a little challenge for a single level may make the game feel more complete.
But overall, it's a good submission for a game jam! Also, nice job with the controls of the game! It is the first submission with first-person camera that doesn't make me feel dizzy. .. :)
Honesty is the best policy :) it is the quickest way for us to improve. Yeah, I didn't make it out the bedroom, I was busy trying out all the stuffs inside the bedroom and didn't think of checking out the door, honestly I thought the game is all happening just inside the room. But maybe you could communicate the goal of the game better next time.
Good job anyway with the game!
Nice little strategy game there! It doesn't look like a fast-paced game at first, but I was wrong, haha. It was only until I read the description of the game that I understood what's going on. :) Maybe a good in-game description or tutorial will help a lot for future players. Some tweaks that could make an improvement to the game-play is adjusting the gold needed to build stuff and shoot, adding health to the base, etc.
Overall, it is a very good game!
P.S. Yup, I think it can be a good little mobile game, but of course it needs more polishing and some more contents. :)
I felt very dizzy after playing, maybe because the camera shifts so fast and the object just started flying around randomly inside the room after you release clicking. Also, I didn't get what the game is about. The only thing that happens is the lamp jumping all over the place while the bed enlarging and shrinking, which in itself is a surprise at first.
Aside from those things, nice art-style and thanks for the amazing music and sound effect! Overall a good experience, except for the dizziness. :)
Haha, nice concept there, although I don't think this is considered a game because there's no goals, rules, or challenges. But that aside, I love the atmosphere of just sitting beside the window with relaxing music. The idea of being able to view different cities at once is out of the world. It's more like a piece of interactive art for me rather than a game, but it's still amazing nonetheless!
A really nice submission! I enjoyed playing the game though I got very dizzy because of the screen-shake of the shotgun. I wonder if this game is inspired by Vlambeer's games. :)
It's very hard to get to the upper platform. When the flood started, I just couldn't get up and get killed every time. I still don't know what will happen if all the machines are operated though. But nice touch with the warning, it did give me a surprise factor and prompt me to act quicker.
My suggestions for the game, please tone down the screen-shake a bit. And polish on the platforming more.
Seriously though, nice artwork and sound, this is a very polished game for a game jam!
Really great visuals there. Unfortunately, the game feels very "laggy" for me. And also, although the control is simple, it is so hard to maneuver the vehicle. For example, once you hit a wall, you have to go backwards, but after that, it's hard for me to go forward again.
Just for a bit of improvement, I think first improve upon the control and make it intuitive. And then maybe optimize the game so that it doesn't feel laggy.
But you did capture the feeling of Christmas very well with the art style, great job!
Really cool game!
Here's some suggestions from me to improve the game:
Hopefully, you will continue to work on the game or at least polish the game a bit more before starting on a new project. I feel that this can be a great game when polished. Cheers!
Thanks for the feedback Janikus!
At first, I deliberately opted out mouse control for this game so that players do not have to move their hands. I am not sure using mouse will help players with the game feel. But I will try to implement it and see how it feels.
I definitely agree with the "detectable zone" concept for the tutorial level though.
I will definitely polish the game a bit more, so thanks for the feedback, ^.^