Can't play due to memory leak in 6.2.10 URP (framerate is unplayable and game freezes after eating all the RAM in half a minute), you'll need to update to 6.2.11+ after the jam. https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
Neonage
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Not bad, movement/physics needs a lot more work. Right now solution on most levels feels cheesy and focused on movement instead of puzzle aspect. Very not sure about floating mechanic. Box sometimes saves velocity when time resumes, sometimes doesn't, very inconsistent. Spikes on ceiling sometimes kill you when they shouldn't (where it's right at the edge of jump height)
Not bad. Art and music is nice, but no sounds. Movement is responsive, but physics/collisions are very awkward - player can get standing on ledges or even ceilings, wall jump doesn't work properly if you keep holding move in direction of the wall, ball-spike doesn't kill you and just pushes you away with a strange force. Don't get what's the point of stopping time when you don't move, I thought there would be some puzzles around it, but it's just a useless gimmick. Checkpoint doesn't reset your time limit.
Those 2 days sure were exhausting. You can try mine, UNI-VERSE: Journey Through The Ages, I'm sure you'll like it!
Game is unplayable and freezes due to huge memory leak in Unity 6.2.10 with URP, you'll need to update to Unity 6.2.11 after the jam. See my forum post for more info https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
Cute, sad and lovely ❤
Is there any other scene after "neither will i"? For me it's just white screen. And there's a bug with transition between son's room and camp (it kept teleporting me between them and it's hard to know where I'm walking)
Also seems like there's high CPU consuption and small memory leak happening, you'd need to update to Unity 6.2.11 (but don't remove current build during voting!), I've posted about this on forum https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
No gameplay really, you just unlock every upgrade and that's it, zero challenge, theme justification is far-fetched and strangely conveyed, almost no explanations inside the game. Conveyor belts connection blocking works half the time and is annoying (ex. output can be blocked by inputs and you won't see it). No music or sounds.
Seems like it's a Unity performance issue, your game eats 1GB RAM each second and freezes at 17GB mark, same thing happens in some other entries, I've posted on forum about this https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
I've posted on forum about this https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
Seems like it's a Unity issue, as it happens in some other entries, I've posted on forum about this https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
Looks very cute, but... Performance.
It eats 1 GB of RAM with each second and taxes the CPU to hell and back (20~35% on Ryzen 5 4600G).
Froze completely at 17GB mark (about half a minute of playing the game, and was kept in memory after alt+f4).
That's not the first game I've seen that has such issues. Exactly the same thing happens in Time Heist (but doesn't feel laggy, somehow). Same thing in The Last Second, but it keeps clearing the memory - thus doesn't crash, but it's just unplayable with constant GC spikes.
Maybe Unity 6.2.10 has such issue? Or the URP? My game was made on pre-release 6.2.12 and was using BIRP - works wonderfully.
:(
The first platform jump is very annoying since slowdown time is so short and you can't know where platform is currently at ahead of time, so I had to pass it without slowdown by very precise jumping, took a lot of tries.
Suggestions: implement "jump buffer" and "coyote time" (if not already), make player move with platform when standing on it, make the level properly visible, so you don't jump into abyss.
Unity advice: always use FixedUpdate and linearVelocity to move characters, always enable Interpolation on Rigidbody, use LateUpdate on camera to follow transform position (not rigidbody position! the transform one is interpolated for use)
Not bad! Nice idea and labyrinth design, can be an interesting game with more mechanics and polish, most probably would work best as a puzzle. Two issues: shoot sounds are infinitely repeating (did you accidentaly enable Loop?), and movement direction is not relative to camera.
Also, cover art is cool! Gives old 3D vibes :)




