Beautiful art, I really wish there was more! I was able to get to an ending by figuring out the journal's code, I couldn't figure out what the code for the door was. I think the journal code's solution needs a nudge since it doesn't work if you enter it exactly as written (including the slash). I agree with the other commenter that there should be a distinction between clickable objects and background, and I think it would be helpful to spread them out as well. I really enjoyed the story, but it felt a little unbalanced since you can just get every vial in a row.
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This was an ambitious concept, but I really enjoyed it! I think the player might need a little more information, though. I know striking a balance between giving players information and letting them figure things out on their own is tough. I was able to figure out the number codes before going to the dimension that explains it even exists, but I could only find 2 of the crystals and didnt know what to do with them when I got to them.
I was getting a little frustrated by dying seemingly randomly. In retrospect, Im assuming this is a time limit in order to fit with the jams theme, but it came kind of out of nowhere the first time and led to me thinking that something was wrong with the dimension I was in. I think this could’ve been communicated a little better as well.
Not relevant to gameplay at all, but if you want to break up some of those repeating textures you can layer 2 over each other at different scales or lerp between them. Youre not limited by WebGL, so you can take advantage of shaders :}
All that said, this was really cool (and I'm sure very complicated behind the scenes!) and Im glad I played it. Great work!
Really liked the story here! I think giving players a 'comprehension check' at the end of each document is pretty helpful and certainly helped me follow along the story. The game might be a little too linear though, I felt like towards the end the answer became increasingly obvious considering the documents you're given. It might've been more fun to come to the answer a little more organically by choosing the documents to read. Still, good game!
Short and sweet! Everything was explained well and I love how important Mr. Mittens is :3 I wish there was a way to skip to the interviews after investigating everything because I felt like I was sitting around waiting for the timer to run out. Would also make guessing again if you got it wring way easier. Still, good job!
Really liked the art style! Simple shapes and strong lighting really helped sell the atmosphere of the game.
Even on easy, I had a hard time figuring out what to do and where to go. Were the cut wires and sparks the code for the keypads? That wasn't really clear to me.
I think I spent a lot of my time just running around and being lost, which isn't hard when a lot of the rooms look similar and loop around on each other. I really would've benefited from a minimap (or even a regular map) of some kind. That said, this is still an impressive map for the amount of time we had!
To fix the UI, go to your UI canvas > canvas scaler > change 'Scale mode' to 'Scale with Screen Size', then change your reference resolution to 1920 x 1080. That's probably why your UI isn't scaling properly, the default that Unity has for UI scaling is pretty unintuitive.
I would also pay attention to the order the game objects are in in your hierarchy. Objects under the same parent but lower down will show on top of anything above it. In your case, the names show inside the fridge, which I kind of though was intentional at first (and led to me choosing the wrong answer).
There's no direction or objective so I'm not entirely sure what I'm supposed to be doing or what the purpose of the neighbor returning is since nothing changes after that (even though it's only 10 seconds).
You can't jump on the stairs, making them basically one way and impossible to climb. I'm assuming you have some sort of system that detects what the 'ground' is to see whether or not the player can jump (not sure if its a raycast or a mask or what) - this should be applied to the stairs too.
Spritework is cute though! I like the little spider at the start, even though one of the only interactions is killing it.
Neat concept! Definitely has a strong sense of atmosphere, but after the 8th or so loop with nothing too crazy happening it started to feel a little repetitive. I liked the hallway with the banging door sound and the one with the lights turning on, I think those were the best at making me feel scared.
I’m a huge bullet hell fan, so this was nice to see! In terms of gameplay I feel that the second boss was the most fun for me since it was the only one that genuinely focused on dodging something unique over just running away from the enemies while they sometimes shoot at you. Sound effects in general would be really helpful, especially to telegraph certain attacks while the bosses are off screen.
Thank you so much! I appreciate the comparison to Outer Wilds <3 I should clarify that the events are taken from a short story, but Alec as a narrator in the original simply isn't as interesting of a horror protagonist compared to his sculptor friend. I did have to rewrite the narration in order to focus on that character.
I really liked this one! The writing was phenomenal and really made it feel like it took place in the 1900s. The futility of all your choices really nails the psychological aspect. I also really liked all of the minor, subtle effects happening- sounds, camera shake, etc. I died in the snow. Great job!
Cool game! I liked the story and how it was presented, I think using ‘memories’ to discover more of the story is a neat idea and actually incentivized me to play a few times to get all of them. It was a struggle to collect them all though as the controls were pretty floaty and inconsistent. Sometimes my character would start moving really slowly, slower than the oncoming darkness which led to some (in my opinion) unfair deaths. Same for the jumping too, sometimes I would jump really high and sometimes not high enough to clear obstacles. I did like the darkness mechanic though. Good job!
Really fun! I love how bouncy everything is. The music is also really good and definitely had me in the zone. I also liked the story and character choices used here!
One thing that I would add is an option to change the speed that the notes come at you. I'm a rhythm game player and I generally prefer having notes approach quickly, it helps me differentiate between the different notes better and gives me more accurate timing. The way the game is, it's hard to tell notes apart and when to hit them when they are all clustered together, especially on hard mode. That said, this was really good!
Cute art and I like the concept! It's very short and I don't mind that, but if the level is going to be that short the player shouldn't be crazy fast. She controls kind of like sonic, and if that's how you want her to control then a longer level designed with a faster character in mind is needed. Or just slow her down!
I think more could've been done to sell the 'shrunken character' aspect of the game. The level kind of just looks like any other, and I would have no idea Renko was supposed to be smaller if not for the story text. Why not have blades of grass as tall as she is or giant flowers? Anything would work as long as it's a big version of a small thing.
For your first time using Unity this is pretty good! The game ran smooth and I personally didn't encounter any bugs. Would love to see this expanded on!
This was cute and fun! The controls were smooth and responsive, which is essential for a game like this. I also really liked flinging a bunch of bullets back at enemies, and learning their patters to time your attacks was really satisfying.
Sometimes enemies would spawn on top of me and start shooting right away, particularly the fairies that shoot a straight homing attack. It's hard to avoid them when they're right in your face, and its hard to tell where they are going to spawn. Other than that, the game was really balanced!
I'm not sure what the connection to the theme is, but I think this has a lot of potential if you wanted to expand on it for a future project/jam. Good job!
I think the idea of a turn-based danmaku game is pretty cool, but I'm not sure I get that from this game. It kind of feels like the game stops every few seconds, forcing you to choose between two attacks that I can't really tell the difference between mechanically. Since we can't see Eternity's health, I kind of assumed Strawberry Cross was worse than Dream Bomb since it had a smaller range.
I also think some of the hit boxes were weird, there were many times I got hit and didnt think I should have. But it it was hard to tell if I was getting hit or not since the bullets kind of disappear when I got close, without a sound effect or anything. It was unclear when i was losing HP or gaining GP. I think you have the bones of a good system and some clarity would really help with that.
This was cute and I really loved the concept! Tycoon games are fun for me and it was a really great use of the 'Scale' theme. Choice of characters was also really nice to see and I adore seeing Yamame and Wriggle in the same game.
I agree with another comment saying that the generation of the flowers felt slow- I think it's fine to have them be slow at first, but upgrading them didn't really feel like an exponential increase the same way tycoon games are kind of balanced around. I didn't feel that big of a difference when I did.
Thanks for getting back to me! I'd be more than happy to elaborate on some of the things I mentioned. There isn't a crosshair in the windows build of the game, and when I shoot, it seems to land towards the right instead of the center. The bullet trail is helpful though. There's also no indication that an enemy has been hit, they don't change color (that I noticed) or make a sound effect. A sound effect might be more helpful than the color change since most of this game is in darker areas. I found that collecting ammo was also pretty unclear, I didn't know you had to step on it at first and kept trying to interact with it.
As for the textures, there's quite a bit more that I noticed than just Z fighting (that weird flickering/clipping). The gun is partially transparent; it looks like its normals are flipped or the wrong faces are being culled. Same goes for a lot of the roots/branches in the second area. Not all of the textures are oriented the same way, sometimes the bricks start going vertically. There's also a few areas where the walls seem like they have stripes running up and down them, though this might be more the UVs than the textures. The UVs do seem off in some places where the texture starts warping (ex. floor of the swimming pool area). Most of the textures on the walls are pretty low res, but they're used on such big objects that the jpeg artifacts are visible. This is a fairly easy fix though, just tile the texture of the wall materials a bit. If anything I mentioned here isn't clear, you can always reach out to me on discord (kazamis) and I can send you screenshots of what I mean. This is still pretty impressive for a first time 3D modeling, you made quite a bit in such a short time! I'm glad to hear you're continuing on this project and I wish you the best of luck!
Loved the story and the atmosphere! Great use of sound to create tension and scares. Keeping track of the codes found on the screen was a well appreciated touch as well. I found there to be very little ammo though, and it was hard for me to tell where I was going to shoot. Both of these combined made combat a bit frustrating. If you were trying to steer the player away from combat that'd be fine, but I couldn't find a way to get past enemies without having to shoot them 5 times. There was also a lot of texture jankiness that I thought was a little distracting. Despite all this, I want to stress that you still managed to create a unique, tense atmosphere, which is one of the most important things for a horror game. Great job!
This was pretty fun! The gameplay was a little confusing at first, and I lost a few times before I was able to get my bearings and understand what I was supposed to be doing. I appreciated having to click through each different action to grow the crops and I think it added to the stress of the game. I think this is a bug, but sometimes when I'd click, it would go forward two tools instead of one, which would really throw me off of my rhythm. I enjoyed the core game though!
Fun concept! The goals were clear and the enemies were surprisingly tough at first. I'm not sure I won though? The world blew up. It was fun experimenting with the different weapon objects, but I didn't think the hierarchy of them was very clear; why is a mop better than the metal rod I start with? I also had a bit of trouble figuring out the range of weapons for both myself and the enemies. It felt like the wrench had a very small sprite, but its actual hitbox was much larger. I think you're onto something here though, and I hope you continue developing this!
This was an interesting little game! I really loved how the Uncle made comparisons between the machine and the life of the characters. It seemed like some of the dialogue lines were skipping for me though. I also wish there was more to do with the other parts of the PC, but I think it's a great sign that I want to play more of your game. I hope you continue to develop this idea!















