Recent community posts
DAMN this is good. Honestly I'm amazed you made it in this time! My only issue is that a lot of the attacks just let you fall into patterns where you can play perfectly, such as with 'close'.
So the presentation is great, but the gameplay doesn't really do much for me... until the people started coming out in crowds. Then the whole thing clicks and the mechanics really sing. Great work doing a social commentary in a 48 hour game jam!
This is BRILLIANT. Gets unfairly difficult by the end, but that's totally okay, fits with the game's themes and means it's the perfect length. Broke down laughing slightly at the movement, it's absolutely excellent.
Ah this is clever! Well done persevering and making Something, and I actually really enjoyed playing this! Just assume everything except the things I'm about to say are positive haha.
So, criticisms. Maybe this is just me, but I think first person platforming is an inherently very flawed mechanics set. Like, Mirror's Edge, a game built entirely around the concept of it, a game with a decent budget and some serious work into animation and physics, still isn't perfect and some sections are just frustrating. Put those mechanics through the 48-hour-game-jam-machine, and suddenly the work you put into making a well paced story is sabotaged by my crap at platformer ass repeatedly failing a section. Also, at some points failing cut off the voice track, including the most important part of the story, but, game jam, and I could fill in story through context.
I really liked the 'machine' bit though, and this made me think. With patience, it's relatively easy, and the mechanics perfectly fit the point you're trying to make. Slow, methodical, like a machine. If more sections were like this, I think I could be much more strongly attached to the story you're telling.
Otherwise, well done! Hope your team is better next year...
Wow, thanks for the in depth advice! Some of this was definitely on the 'would do with more time' list, but a lot of this is stuff that people haven't mentioned much yet. Really happy you liked the idea :)
Thank you! Yeah, the difficulty is a bit weird, depending on your understanding of the timing and a bit of luck it's either really easy or really hard, but we didn't have a huge amount of time to test for something like that...
The next step is to code it so that it can tell in advance which movements are necessary for your survival, and then jacks up the chance of him ignoring you just for the heck of it...
uh maybe my design intentions aren't the best...