cool! added you - excited to do it
PolyCube
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Extremely cool concept! Very well done all way round.
My small complaints: The collisions for objects are sometimes goofy since I'm trying to select the object when it's the tile that I actually have to hover over which tripped me up a few times. Also the 2 tile plants seem to be only selectable from 1 tile? Would see this game more playable on a keyboard only than a mouse in my opinion for more precise control
Anyways, I'm just nitpicking. good stuff! also I may be just dumb but I can't figure out the last level? Seems impossible to put the 2 tile plant in the light without blocking my way. Also a cool mechanic would be for the lamp to emit light on it's own (unless it's already doing that)
Glad the issue is fixed!
Welp, yea I wanted to do varied themed areas and actual textures - imagine concrete walls with vines and moss etc. would've definitely looked much better than the default grid texture
The sword definitely needs to be tweaked to be a lil more consistent but I also feel like it's potential is not explained well enough to the players. The 1st place speedrun right now is 1:53 and the movement is crazy - didn't even know you could boost like that lol (https://www.youtube.com/watch?v=rpu1ogod1i0). Another problem is the confusing level design which should definitely be tweaked to be more obvious where to go and where to boost off of and at what angle but didn't have infinite time to work on the map. The difficulty is really all over the place as well so I don't blame you for not making it to the end lol
Thanks for such a detailed comment and thanks for playing!
Thanks for such high praise 🙏 I did a sneaky little move and updated the game with a new build that fixes the mouse input not firing issue in the literal minute while the jam's time was being extended. You can give it another shot if you want :) I definitely feel like the movement can feel floaty a bit, should probably work on tightening a bit but I kinda feel numb to it now since played with jt so much
Oh wow, I love this - great speedrunning game! Only complaint I have is it's kinda weird to let go of buttons to do the wall jump, I would much rather prefer holding space instead of it being auto haha. The pixel art is so beautiful, amazing stuff in the visual design departament. Felt really slick grabbing enemies and launching off of em. Clever, tight mechanics all way round
https://www.speedrun.com/KONSTRUKT
We made a speedrun.com page for it and the #1 run is insane. feel free to join in lol
Thanks for playing! Yea I feel the game can feel a bit simplistic at times with the movement being just "boost up". I like the idea of going fast through the level with the sword doing slick boosts so I wanna expand on it after the jam. Did a speedrun.com page and found some interesting movement options like getting a ton of horizontal velocity and jumping right as you hit the ground as sort of a bhop to preserve it. My best time is 2:03 but you can definitely go faster
So sorry this happened. Found out it's a common bug with this engine version I was using only after the jam - simple version update should fix it. It happens on older hardware or integrated intel cpus, hoping it at least ran okay performance wise. Thanks for checking it out either way, glad you enjoyed my default textures!
This might be the issue where the mouse is weirdly flickering on the side and the click was just consumed entirely without any effect on the game. Had it happen to one of my friends when he playtested the game. Not sure what's causing it but after he updated his graphic drivers it worked. read on a forum that it happens on older hardware with my ue4 version. Sorry about this, I will try to resolve this once the uploads unlock after the jam!
I absolutely loved the vibe in that game - encountered it randomly few days before the jam while researching brutalist visuals. the first room in that game was like a guide for how to get a similar vibe, would love to see that project worked on more since I absolutely adore how much it does with so little. I did indeed near perfectly copy the room haha. I'm horrible at making visuals so of course it did not turn out as beautiful, didn't even have time to put actual texture in so I call the default grid material a style :)
I wanted to put more options but the options menu itself was so rushed at the end that I just decided to include the most important stuff.- been already running on fumes at 5 am, thought that 100 fov is more than enough but yea I do get how some areas can be confusing. making the arrow or whatever kinda help with that but my playtester friends still didn't know what to do sometimes - well it's a gamejam what can you do
The final area was like 10x harder but realized that noone it going to dedicate this much time to learning the perfect angles for wall bounces, came naturally to me since I literally did it for hours while making the game but my friends would just ragequit after a few tries. I heavily nerfed that but yea the difficulty progression and the parkour challenges in themselves are hella unbalance and all over the place. wanna revisit this project with a fresh mind after the jam and add more mechanical depth to it. Thanks for such a detailed feedback :)










