We really appreciate that! Our hearts and souls went into making this in the short time we had.
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We tried to add a little feedback on playing the correct notes but ran out of time and faced many major issues during development. It's a miracle we were able to submit it in a working state just in time, thanks to the frantic efforts of the team in the very last hour.
This game came out really well and after the judging is over I think we may continue to polish it a little bit more with all the feedback we've received.
This is a really cool game concept. Reminds me of the old skydiving sections of Ratchet and Clank.
You should polish this up a bit after the jam, it already makes for some really epic scenes. Good job on this!
Thank you! <3
I wanted to also thank you again for when we spoke a long time ago, you helped me figure out how to mask out bubbles based on world height so they don't appear above water and instead fade out as they get to the water's surface.
Learned a lot about water and underwater from you and really do appreciate that.
I'm really happy to hear that!
The game was almost a disaster until I had some friends play test it about halfway through the jam. They helped me focus in on the idea of creating feedback by interaction with the world, i.e. growing larger as you collect more orbs and having a resolution.
Before that, it was actually just an endless collection game to make chimes and that somehow had the opposite effect of stressing people out!
Thank you so much!
I pulled 2 all nighters to finish the visuals in time and really just wanted to polish the heck out of it.
Also really tried hard to get that 100MB. There's some plugins that I think could have been deleted that were included with the standard build, like support for VR and the Redist which probably would have brought it below 100MB. But maybe that would break things if people didn't have them installed already, I'm not sure.
The content files themselves only hit about 50MB. It's just all the Engine files included. So if they don't count those, it's under 100MB. Fingers crossed!
When I've recovered I'd really like to make a breakdown of everything that went into this.
This is a pretty cool concept for a tower defense game. I've only played one other tower defense where I need to leave to go scavenge or collect resources, it's usually just rewarded for winning a wave or killing enemies.
I could see the gameplay loop as defend > scavenge > build. Having to go out just adds that same kind of feeling you get when frantically trying to find loot in random houses in games like Fortnite before the zombies come.