Nice work. Nice clean looking simple visual design. I would have liked some restart level and exit controls, every time I got stuck I had to ctrl-alt-del and relaunch.
MorningStarStudios
Creator of
Recent community posts
Nice work, and a lot of systems and strategy gameplay for just one week. I never managed to obtain any other materials other than the starting two, the upgrade cards may need to be less random/more structured for the early rounds so you can get yourself going.
When I press the P button I see this:

I would also say that the second page of the tutorial is a little bit confusing due to the screen layout, the item being referred to in the text that I'm being taught about is almost completely covered up by the text box itself. I see it's the only lit object on screen but was still a bit confusing, it might need the box moving or an additional arrow to aid clarity:

Nice work. Little bit slow to get going when you start quite far away from a planet and crawl towards it at 5 speed. Only managed to orbit maybe 1 planet on average before crashing, I liked the tip...that was very useful. Theres a big disconnect between the music and the visuals when travelling fast, the screen is shaking like crazy telling me everything is fast and exciting while the music is calm and serene.
Good work, I like that it's different clues/locations every time. Even when I had both clues I still found it really hard to identify the correct suspect, the clues felt like they overlapped with more than 1 suspect. Maybe that could be fixed through expansion, slightly longer time in the level and 3-4 clues collected so that if you manage to collect all the clues your pretty much guaranteed to get the right answer but still might be able to correctly guess the answer with less clues. Also really missing the looping feature for the game so that when you either die or guess a suspect you return to the start screen to try again.
Very nice, really enjoyed the wall jump animations and the character slowly sliding the wall. The difficulty and required precision ramp up pretty quickly, that might need a larger map to introduce the challenges more gradually so that issue may be beyond the scope of a 1 week jam. Also really missing some music or ambience to accompany me on the journey.
Nice idea. The gameloop was maybe a bit short at just 30 seconds, you've barely got enough time to get into it and it's over. Also, there were combinations that led to it being imposible to win - client wants 2 rooms but every floorplan has more than 2 so no matter what the player does they can't win/progress to the next client.
Nice work, I like the design of the rover and the head swivel. Controller movement was a bit awkward, having forward be accelerate limited the ability to turn as I could only put the thumbstick diagonal and felt like I was missing out on some turning ability (it makes me appreciate why games put the accelerate on a seperate input). It also made the turning circle quite big and slow when navigating in amongst the rocks at a slow pace. I was also sorely missing an invert y-axis option for the camera, as that's the way my brain has been wired since childhood.
Nice little game, the slingshot felt really good and the level design was nice - I liked moving between areas through the hollowed out trees. Crashed both times for me just after the water section as I moved up the slope into the next area.
If people are having a hard time playing your game and it lags then you need to add scalability settings in the ui; several of my previous games suffered from this and I only learnt how to fix the issue today (so too late for the official jam entry!). It doesn't matter what you have the scalability settings at when in the editor, Unreal will override them and set them to Epic when building for windows so only the most high spec computers can handle it.
Follow about the first 8-9 mins of this tutorial and you should be good -
Very fun, lots of strategies emerging as the board fills up. Playing in full screen mode the scoreboard was overlapping the score above the persons head which made it difficult to read on certain squares. Also, the squares could probably take up more of the screen, thats where the action is taking place.
Very nice, I like his little smile every time you jump and the eyes moving left and right while hanging off a ledge. Took a few minutes to realise holding space gave a bigger jump and ultimately a bit too difficult for me, I didn't complete it, only made it up the backpack and partly back across the bed.
I made it to the end eventually. Nice audio visual style to give it the liminal vibe. Really disliked the camera control, dragging it around felt bad, sluggish and slow plus it sometimes zoomed in or out by itself when not clicking RMB. Would have much preferred something like moving the mouse cursor to the edge of the screen to scroll the screen in that direction or even simple directional arrows to move the camera.
Excellent work, one of the best I've played so far. The hand drawn texture around objects when hovering over looked really good. I was slightly confused by the numbering of the clues being /3 and then a 4th clue appeared. Also, for me the music wasn't doing too much - maybe some ambience instead to sell where the player currently is located, am I in the police office (quiet background office sounds) am I in the alleyway (street sounds)?



