Thank you for playing and the feedback! Yah, I made them super tanky (especially as the waves progress (up to a 4x modifier IIRC)) since there is no ammo limitation and we needed the player to die... so they get more aggressive and tanky. It was definitely not playtested as those changes landed minutes before the submission deadline. Also agree on the hit feedback, it's a fundamental missing feature and there is a few of those.
PicusB
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Thank you for playing! We had some big plans and to be honest a lot of hte game is built in a pretty modular fashion (Dungeons can be built and randomized, as can waves), but both of us were light on time (Family responsibilities and my own wedding lol). We did have fun and it was definitely as much a base tech demo I guess in the end as anything :)
Hi Thracco, thank you and I agree :) Unfortunately it just came down to time in the end and I hadn't sourced those things. There's actually a UI canvas for the hit effect you are mentioning with an overlay in the game that I was going to use but just ran out of time :)
Cool idea for the 2D portion as well!
Thank you for playing :)
Amazing, better than my high score! Ah, I did set it up that way, it restarts the stage you died on in the shooter. We had several alterantives and one was pushing it forward, another was preserving enemy and player locations (although that would be a bit overwhelming!). And absolutely, feedback sounds in the 3D portion are lacking (along with other things!), that's just a lack of time on my end sorry! Thank you for playing :)
Thank you! Indeed our goal was to get it playable and that barely landed in time today :) Between work, family and a wedding (I got married this weekend), it was a bit tight! Definitely on the sounds (forgot that in my devlog but yep, mandatory addition). Also correct on the pixel particles, I had rigged that as a place holder but no time to do anything else :)
Thanks for playing and the honest review! :)
I love the asthetics of the game right away. Small suggestions: in the opening text (or any text) indicate z to advance hehe (very small thing but I sat and stared at it for longer than I needed to!).
I get the concept but I couldn't see the screen flashes (other than yellow) suggesting I was looking at something worth investigating though I stumbled on some so maybe a little more intense feedback for that bit.
I didn't finish this but I did enjoy it and thought the sfx (clock ticking) and art really came together to make it quite eerie... not to mention the things going on around the game lol. well done :)
Hey, I'm down with this and we have a good idea of what's missing from ours too (my buddy dev logged on it and I will too soon) :) But happy to get some feedback and see if our thoughts align with players :)
So, to that end, checking your game out :)
Ah yes: https://toadarrow.itch.io/nanorebirth links are good :)
Hi folks,
Having a slight issue with previews and I can't seem to find the exact answer I'm looking for or a solution to my current problem on the forums or the web, although I suspect it has to do with the OG properties for the page.
When I link my profile to a social media site (say Facebook or LinkedIN), I don't get any preview: https://picusb.itch.io/
When I link a game to the same sites I do get a preview: https://picusb.itch.io/roll-back-brackeys-game-jam-20202
It seems to me like this used to work but I've played with it a bit and can't seem to figure out what broke (by adding different types of images). Clearly it can work since I see other users have previews like I would expect: https://finji.itch.io/
Thanks for any help and sorry if this has a very evident answer somewhere that I can't spot :)
Thanks,
PB
Thank you for this awesome feedback and the comments! :) So, you are dead on about a lot of the assumptions haha. This is not exactly my first project, just my first project using Unreal and C++. I've worked almost exclusively with Unity/C# previously but figured it would be good to get some experience in both :)
I realized as well about the Unreal lighting changes and I assume this has to do with a few things, from the low ambient light to the baking and the attenuation of the candles in that area. I would definitely have to place a couple of more candles to offset it but in a way I found that it keeps the player focused on the center of the room although perhaps it would be good to allow some inspection of the detail too :)
There is one ambient sound but it is definitely super low (it's a wind blowing, the sample is meant for a cave), but I could probably tweak that to make it seem less like a penetrating silence and also maybe find some creepy forest ambience for the exterior portion :)
I'll post a link to my Assets in the game description. I am definitely not a good 3d Modeler so the visual assets are licensed but not originals :) A lot of my visuals in my game will be from Synty as I really love their low poly art.
Thanks again for the comments and taking the time to write some thoughtful feedback, that really means a lot to me! :)
Hey! :) Sorry about that, I *think* that might be the poor implementation of the recording steps. I don't know why I went with 1 second intervals, but it did feel ok when the game took away your momentum on rewind. I changed that near Version 1.0 so that the velocity was preserved (making the game way faster!), but I should have altered the steps to .5 seconds or so (I checked it out for my first pots-jam release).
Basically the rewind is a constantly building stack of structs with position and velocity information. With the interval at 1 second though it feels a little choppy or non-precise when the game gets fast.
I could be totally wrong of course and maybe there's an actual bug, but I've not seen it put you anywhere you haven't been at a point in time, what it sounds like you might be describing is when you stop the rewind before the 1 second interval is hit so it plops you back where you just were :)
Hmm not a bad idea some loops could actually be rewind energy boosts :) Most of the game right now is about managing your rewind to maximize your score which is a combination of action and planning (knowing when the best effect is to "split the track" and hit two parts). I also need to play with the recharge rates a bit (also tweaked for post jam!) :)
TLDR: Sorry for the wall of text, but that was some thoughtful feedback you left, so THANK YOU! :)
Hey, this is pretty cool! Interesting concept and pretty fun, but it takes a bit to understand what's going on haha :) I know you have instructions and that helped, but it's a bit complex (or at least unique) for the level of instructions provided :) As someone suggested, maybe a tutorial would go a long way or an intro to each level :)
Hey Saculrosten, thank you for playing and the feedback! :) I think the control/ball force will be something that will be a bit more flexible in the future with potentially different balls with different features :) For the rings, basically the large and small are points (small being 2x the points) and the medium ones were multipliers. I considered (and set them up in such a way) that I could in theory change each one to a unique value but I left them all the same for simplicity hehe... Basically Large: 50, Small: 100, Medium 3x multiplier. In fact, I should really put that in the instructions, thank you for mentioning it! :)
Hey, thank you for the feedback! :) And thank you for also letting me know the Mac version works :) I'm happy you liked the music, honestly I found it fit the game perfectly (my jam is usually more beats and House haha, but I felt Heavy Rock/Metal fit this game better) and I had the music purchased so it was perfect :) Yeah, rewinding needs some tuning and it would already be done if not for the lock on updates :) It's a simple matter of me adjusting the number of recording frames (probably by a factor of 10) and smoothing the movement too by fixing a little bug :) For the best run on the second level you definitely need speed and you really can't miss more than one speed boost (and no braking) to achieve the velocity needed for the final bounce off the exit portal. You can definitely do all levels without speed, you could in theory move at minimal velocity and take 10 minutes for each one, but the best scoring will probably come from high speed and rewinding effectively :) I play tested but I know for sure others will crush my score as I'm not the best at my own games almost always lol :)
Thank you again for playing and for the feedback! :)
Hey Tend, thank you for playing and the feedback! The pinball idea is cool and with velocity and bumpers it definitely can feel that way haha :) On the rewind, I'm not sure if you are able to be more specific but one user seemed to feel that the one second intervals were too long (and I sort of agree, that was part of the original design) so I do plan to shorten them to maybe .1 to .5 second capture intervals. The camera is also janky sometimes and you might mean that... I think that's my fault and while I haven't checked I'm nearly 100% sure I have my camera follow in update and not fixed update causing this. Definitely an easy fix slated for post-jam times :)
Thank you for playing and the feedback! :) Cool idea for the skateboarder, I was thinking other balls with different benefits and drawbacks (and obviously visuals!) to give it some variety but keeping the ball physics and adding a different model is definitely a possibility (might just look odd on bounces etc hahah!). I will check yours out now before I start work this morning :)