Thank you for playing it!
I am well aware that the game struggles to find it's identity. Even if intentions are clear, the state of decay is not painted like I wanted. I overscoped a bit and the entire game loop took a hit in design and clarity.
Indeed, I've made the grass balls too hard to maneuver, the hold right click didn't get a chance at polish, it's supposed to help carry those things, but even I have problems using it.
Those music loops gave me Outer Wilds vibes instantly and I'll forever be grateful for finding those. Will take the time to polish it and update what is currently in.
One of the best games I've played in this jam! So simple yet so smooth, from visuals to story, to controls. I'm in this jam for learning how to fight scope creeping, and this is where I'll take the biggest lesson from! This is production quality! Love the goldish style!
I only had a bit of a difficulty during the first day - I couldn't easily tell which device was what - luckily the ship was small. I like the white subtle outlines in the dark also, they helped a lot.
And the views towards the end - masterpiece!
Nicely done! Good luck turning this into a 2 hours story and hitting that publish button!
Who doesn't love a good puzzle! It was quite difficult the first run actually. I had to play twice, and I won, barely. The win condition didn't trigger when I had all 5, I panicked because I had 15 seconds left and I was 100% sure I was right! I clicked the same selections again and one of them triggered the win! You we're really tricky, you had a 2 words that had the same 2-3 letters to start with, I really thought I could get away with translating the first letters only! Good job protecting against that!
Reminded me of games related to dreams, lucid dreams etc. There really is something deep to this (pun intended), and like someone else said here, I think it's more a piece of art than a game. A simple observation, a mindfulness experience. A reminder that we are subject to decay, that each of our worlds is decaying as we speak.
Thank you for creating this!
I like the idea of a runner with cards - takes my mind to chance, playing with life. Collisions need a bit of polishing, especially the holes - if I go left or right on a hole, I don't fall, I only fall when I hit it frontally. Collisions also bit me back, dying when it seemed like I was actually ok.
Keep it up and good luck!
Thank you for making the text appear faster on click. Really interesting story, but I couldn't find much interactions, I have no idea how I'd reach the second ending - I reached the one where I go to my room and the text appear saying that I can't escape the fog.
The gameplay is a bit repetitive - too much slow walking dorm to creature room - maybe if the corridors were shorter it could help.
Well done with the atmosphere, I really waited to see what the ending is. Also, you can change the pizza and soda bottles with something a creature would actually give you, like gross pieces of meat or something, so it matches the story.
Well done and keep it up!
The game plays perfect, I died the first time, then learnt I can break! And damn, that things scared me. It was creepy enough that I was skying alone at night, that thing then chased me. At a certain point, I slowed down, maybe due to a hill or something, and IT CAUGHT UP to me. I could see it's tentacles to the left and right - don't know if you wanted this intentionally, but that and the fact that I just couldn't turn my head to see, was really scary! Well done on the atmosphere, got me good!
Beautiful art and story in the beginning. I had some issues with fighting the creatures, but on my second run somehow I survived - only the first one attacked, tho. I got lost after. You could try making the space a looot smaller, it's really tricky for the players to go where you intended to, without any landmarks or something to guide them.
Well done on your submission and I wish you best of luck in your game dev career!
The game worked fine on my browser, for your information. I use Brave. I liked keeping an eye on cameras. I think you need to add some movement when I miss one, because I think I slipped one, keep dying on day 3. Also, I think the chromatic aberration is too much for a main effect, maybe use sometimes, or lower it a bit - a bit tyring to the eyes.
Good job on you submission on good luck if you decide to move onward!!
Third FPS game I play in this jam, doesn't dissapoint! It did have some issues tho. As a FPS player, I could notice that the colliders on the enemies were not accurate. If it's an FPS, I always try headshots. The abilities are too free to use, the dash especially, needs a longer cooldown. Also, I'd love the weapon to stay on screen when I fight, It's not really comfortable to look at a text when switching weapons - they were a bit unbalanced, and unfortunately, my go-to favourite used the bullets quite fast :( the machine gun. Also love a good rocket launcher, nothing matches the thrill of a double jump and then launching a rocket at a few enemies.
That being said, I got stuck - the environment, if kept simple, needs some landmarks - I got to the lower room where you drop in, completed it, then there was another room, there, had like a strange lit line on the back wall. Couldn't figure out where to go - I tried going back, but no room triggered the next wave, might have missed it.
Well done on the feeling, it does suck you in! Also, we need more impact juice and sounds! I think, might be a personal preference. Good luck onward!
Well done, you made me hate your in game ads. I love the metaphor portrayed in your game! Felt as real as what's happening in the world today. I wanted to look for some cleaner's subscription then it hit me that I actually don't know in what mess I live in!
I guess those videos took a lot of manpower, they are quite interesting, odd, different, appealing some interesting themes.
One thing that this game would need is, of course, different tasks each day or some variation in them, like a bit of a more puzzly videos to click on (the solution is obvious - but it's understandable that for a jam we should keep difficulty low). I'd love to play such a game and see where choices could lead.
Good job on the submission, keep it up!
Hi there, just tried it again. Left a detailed description of the issue on your teammate's comment. Don't worry about bad design, we all learn from mistakes. In my game, people have a real hard time what to do after the introductory part. We become better with time. So the tank controls just fine, the difficulty is in the zombies being too powerful and fast. Also, the tank slips on the ground (moves when trying to fix it). I went into practice and when I went into play mode after, I was outside the tank, but controlling the tank, so that's a bug you might want to look into if you decide to push the projects forward. Good luck if that's the case!
Just tried it again. I always use the downloadable when available. So.. The controls work, I can hold right click and move the turret, I can shoot, everything is fine on that part. What I mean by not being able to aim means that they pop from the shadows, and I have less than a second to react. I simple don't have time, they smash into the tank. Also, they seems to come from one direction only, so If I travel in a different direction I don't see them at all. Also, when I was out of the tank, I was attacked by them, they left me low on life, but I haven't even seen them. They're too fast and I can't guess where they come from. I read and understood the controls. The tank controls ok, it's just the zombies that are too difficult to deal with.
Actually feels satisfying when I have all the upgrades. It becomes a lot easier, so I had no need for 3 lives. Also the enemies need a bit more attacks, maybe some ranged ones, to spice up the difficulty. They get stuck in boxes and I have plenty of time to show them who's the boss! Well done, love the ambient and with a bit of a real challenge could become a lot more fun!
Heeeeeeelll (literally) yeaaah! Love a fun FPS! I think it misses some feed on hits landed, it s a bit soft on the impact feedback. Need booms and baams!! Really fun game tho. The boss scared me a bit (thought it will be difficult) - but I lasered it to the ground. No idea if those bubbles we're following me or something! Love the story behind it too!
Appreciate you trying the game and thank you for the follow!
I do have plenty of experience with quickly prototyping things, coming from a background of prototyping lots small mobile games.
As for the game, until I decide if I'll move forward with it, I'll polish it in it's current state and keep it updated. I would love to go all in on a project, but my forte is not programming and I feel I might take too much time until release. I'm looking for ways to find a programmer, but If I don't have any luck soon, I will go all in on a project, limiting it's scope to my skills (scope limiting and quick iterations being what I'm trying to learn by jamming).
As for the gameplay, I love the sound idea, however, since I'll keep the scope as is for Pulse, I was thinking of making the ball pokeable and with a particle system (imagine leaves) flowing towards the wound (a more clearly defined wound, that s also a problem). This way, the players can poke the ball, carry it, and break it on release over the wound. The inventory/hotbar is an idea I'll keep in mind for when expanding the game.
Initially, those balls were meant to also harm you - seeing how difficult it is to carry them (they have a wind simulation script and it fights you), I removed it's ability to harm. I'll also study a few ways to guide the player towards the end, or trigger it some other way, rather than a simple trigger collides, as is now. The general loop and endings got serious hits, I'll make sure this won't happen again!
Thanks again for playing Pulse and I hope your next crash is on a more forgiving planet!
It's interesting that for such a short game, it's quite balanced. I never died, yet after a bit, I couldn't fully recover my health. The enemies detecting you from behind the doors make it really hard to go through, as they can hurt and pus you when you're in that decay mode, so they'll push you behind the door.
Ooooh, I have to Interact while holding it, haven't tried this, I was just dragging and releasing the bottles to try solutions. I guess the way it is now it's less intuitive. It didn't cross my mind to try this. Nice ending, btw!
And don't feel bad about this, it's just a bit unclear. In my game, no one even realises that there's some bigger objective! Lessons learnt, we just became better at game design!
Heell yeah, this game was a nice break from dark games! Want to make a shooter (no competitive)??
One thing I feel is needed for this to feel better, the hit feedback, I want to see them get hit, punch scale, particles, something. I think you have a -nn red text as damage display, but I m not sure it works as intended, it didn't always popup.
Anyway, need a button to kick some bots out also, hah!
Oh, I missed what happened at the end, it was so quick. I'm guessing a jumpscare. I just heard the sound, which was not loud, luckily. I couldn't read the popups, thank you for having the objectives on. I started feeling somethings gonna happen when I first saw it over the ocean. Nicely done, I like the attention on details like the water waves and thank you for the outlines on the objective objects!
Yes, that does help a bit. But the thing is, when the camera switches, there are some cases where I wouldn't keep the button pressed or I press another one too - for example, being dark, I don't always see where is the player character coming from (so, instinctively, I move a bit around using all keys so I can see where I am). Something like that, can't remember really well why I would go back and forth sometimes, until I got used to it.
For your first game, good job! Enemies have quite a toughness, tho. I can't seem to survive for long. I think the laser needs to be more powerful and slash through all in line enemies, or the enemies weaker. They spawn and a big group forms, making it impossible to survive the first wave (if it's in waves).
Such an awesome idea!! It comes with it's own costs, but damn, loved playing this and it looks really good! I couldn't get past the area where those 2 bandits attack me after I cross the wood planks bridge tho. It is really hard to play it, when the creature stays too far behind and I can't see where I'm going. In that case I can't even use F, because I can't see anything anyway, I need the creature to be behind me. The perspective changing constantly also makes it hard to control. A lot of tries were needed to get to that point.