That Super StarDust vibe is big in this one. Wish I could make this :D. Though the rewind option didn't really do a whole lot, the implementation was cool.
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Controls were rock solid, great job. The bullet trails, the animations, very good. I don't really think the rewind in the story came through. Also, after lives 0, you can still continue and when dropping into the 3rd level, you get shot in the back. You have to land on the guy to not die. Same at 4th..but then he is in a hole...and when shot there...you die backwards? (and can jump while dead :D)
Really a charm. However: No pause and escape menu (and that for a game that starts off so polished). Also...I didn't really see the 'rewind' (but then again, I didn't get through many levels :D). Controls were fine.
It says 'aws' for movement, should be awd of course, no biggy. The sound (because of the high pitch) should be set low at start :D An interesting idea with the stages of life. I first read over the Q, so I was wondering why I died at the plant all the time :D...but it wasn't the plant...lol. Oh and accidentally rewinding too far at the wrong place...also a bad thing.. Nice implementation.
The 'hypercasual' implementation is really fun. Graphics are cool. I must say that the jump felt a bit 'unnatural'. The implementation of the rewind was solid. Oh and the colliders on the gray areas might be a bit off...I dropped on a green next to a gray, but still restarted.
So I need to improve the clarity :D It is an important part of the story. If even one person (you in this case but perhaps others that didn't even bother to tell me) can't find it, it fails as a part :D
Thanks. I do agree with you (even if I didn't that wouldn't change your experience :D ). Others have given some of the same feedback. After the voting is done, I will update those items (all goes to list)! Thanks for the feedback!
Though the 'explosion' doesn't work on every level, the way the lock with the puzzles is cool. The fact that you took the most simple ideas of 'rewind' and extrapolated it to this is just soo cool.
The moral doesn't work in the game. If I am to not text and drive, then when I don't respond, I should not have a game over, I should have a: You figured it out dude. Now the game forces you to do the wrong thing and if not, you are punished over it.... For the rest...awesome game though.
I didnt'really notice the 'rewind' situation. There was a rewind button, but does it rewind returned tapes? Or something else? For the rest. Nice graphics, funny tune, fun to see what tapes what customers are getting next :D
The fact that it is first person: Very cool. The fact that it has swords: Very cool. It has free form fight/defend: Cool. It has minimalistic graphics..er.... Pretty much no sounds...er....after second stop the the deflecting is fun, but the puzzles aren't..The game could have been more.
Yup, for some reason the narrativeUI object gets loaded in the wrong sequence. There are two versions, one with white text and one with black....guess which gets called first (and I put it in singleton.. :( )
Correct.....I should have removed those keys...LOL....you are the first to mention! There are actually other keys too....luckily you can do escape and continue from the start of the level :D
When I have time to play it again, I will make some notes on the specific things that ....made me lose interest....Be sure, I have played plenty of games today, so perhaps I am just 'play tired'....So on the second playthrough it might seem better :D
Though really outstanding graphics, the camera movement is connected to the center of the cube, causing it to jitter alot. Next time use a follow script with an offset and delay/lerp. There are basically no puzzles. THe first way of solving is the way for all puzzles...so the fun gets out quickly. It has potential, but likely that would have been for a bit longer Jam.
Hi Danial, thank you for the precise and honest review. A quick reply:
1. The scenes ARE loaded asynchronous, but I am afraid the music file was too big.
2. I created a Narrative UI object with black text, but for some reason the white one mostly loads first (causing the second to die :( )
3. Yes, the movement isn't on par. This because I created my own blendtree and movement script. It was a trade off, but as you say, it can (and will) be improved.
After the jam rating ends, I will update the game with all the remarks below (and some I got through other channels). I am very grateful for the constructive feedback.
I think you have a point that the invisible walls could have been done better (like with the hedges or fences. I will do that in the update. The issue with 'not knowing what to do', yeah you are stupid...NO OF COURSE NOT. It means that I didn't make some of the required points clear enough. Thanks for pointing that out. I have tried to improve it, but that doesn't mean it is good. I will look into it.
The breaking by the way, might be regarding to your pc. Have you tried the download?
Thank you for your review and giving me pointers!
(Hint: After the campfire (in the winter scene), you walk to the skeleton and the story evolves further.)
The theme doesn't really come out (except for the 'we rewind/solve your problem'. I have seen the mechanism before in a jam. Fun one with the dog and how you easily forget about the overall sound producing. The graphics could be better, but the overall feel is good.