I really appreciate your efforts on the AR game that brings the game interactions to the next level.The experimental AR world is also well built and reminds me of the combination of the unknown outer space, the combination of ancient religious myths, and the futuristic meta world. However, I feel it is more like a VR game instead of AR, because it doesn't interact with the reality a lot, and VR could be a more immersive experience platform for this game.
royyang
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The "ethereal" sounds and music are really personal and provide a nontraditional feeling of freediving. I feel like I'm more into enjoying the music while "watching" the whole experience than playing it myself, which may show some of the lack in the gameplay -- perhaps more degrees of freedom of movement, the changing obstacles, and more ways of interaction would make the game more fun.
What a unique and attractive experience, with visual style changing, unreal lights and shadows following, space transforming and shifting, and of course the pieces of narrative interpretation from visual, auditory, and textual perspectives. The background of machine learning and the AI generating prompts are also intriguing. Good work on choosing the game engine to simulate the flexible and tangible "story".
BTW, if I walk in the opposite way on the final bridge, I would trigger that bug and fall to the inner ground. Apart from that, the whole experience is consistent.
Love the minimal design, the changing colors, and environments that are affected by the player's movement. Using the spotlight definitely increases the difficulty of the game and the player has to "go die to explore". BUT that is also the concept of the game, to rebuild our self, by exploring, trying, and collecting. However, I think it is a bug that sometimes double jump doesn't work, so it is neither your keyboard, nor mine that is broken. Perhaps it's because the jump addForce is put in fixedUpdate that some frames won't read the player's action (that's a problem in my game so I use update then). Also, the background music is set only play once, perhaps let it loop because players like me would spend more time on the game to find the path out.
I actually love the color and the art pieces you guys put in a collage. However, I feel like the only 1 life (player falls down and gets back to the first scene) is not a good mechanism for an exploring game, I got frustrated when I am in the third scene and then fall because of the rough collider, which could be another thing to improve -- to make the colliders more fit the illustrations. Also, it seems like the all the illustrations have only one layer to stand, it would be more fun (and more robust if the player falls) if there is something to stand below the roof.
To be honest, I actually spent more than 10 minutes to finally become "what I once loathed". The one-shot-to-die mechanism, quick bullet speed, and head-butted Platforms really make it challenging, which I enjoy! Nice music choice, from calm to more intense, music has done a lot. Great overall works!
It's a really beautiful game! The illustrations, typeface and sounds are perfectly matched. I really love all the different scenes with consistent artwork.
However, I do encounter some bugs that sometimes make the game unable to play. For example, if I jump right in the start screen, I won't trigger the next scene and cannot see the character as well. In the first environment, if you jump across the flower teleport, you will fall into a "black hole" that would never get back. In the third environment, sometimes the player gets stuck in the rock and can't move. I have to reload the game several times to get the whole experience. So pls keep fixing the bugs, and don't let the bugs ruin your design.
Love the aesthetic and the sounds of the game, especially you are using different background music in different scenes that help the storytelling. The spotlight is definitely a unique experience design that mystifies the game exploration. As what you've talked about before, the player may get lost in the game. So maybe a hidden lighthouse in the map that could lighten the whole game and guide the player is a potential.
Definitely a creepy game! Especially when you manamge to live for a while and look back -- all the scary monsters are following in a ghostly translation way. I finally die from reaching the boundary of the map and driving myself to a dead end of fences, which makes me wonder is there a way to "win" the game?
The game was hard at first, but thank god it has the auto-save function, I made it. The moving camera introduces more uncertainties and surprises comparing with the fixed camera that demonstrates the whole game scene. Definitely it's more attractive for the player that always don't know what's next.
Playing the game for the first time, I could tell the slightly intense but mundane vibe of the routine. Then, I watched Kasper Häggström's music video for Radiohead's If Yo Say The Word., and the game made more sense. For the people wearing suits everyday, commuting, running, smiling, telling the time, how would they know they are not puppets of the national captitalists. And how would I know I'm not one of them? Good job on designing the game that echoes the video.