For sure, jams really do help give the realization that over estimating abilities and under estimating the struggles is common lol
Sfunk92
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This was a nice multi tasking type of game. The length of the rescue could have definitely been trimmed since the gameplay mechanics weren't strong enough to hold up for that length of gameplay. It start off strong but since nothing really new was added, there wasn't much to keep it interesting once you learned the layout. Good work overall. (plus running out of time for audio always stinks. Keep your head up and keep working on your game dev journey!)
Interesting concept. The gameplay itself had some minor issues such as a weird player hitbox and somewhat sluggish character for the stealth sections. The ability to control the camera was fairly unique but seemed very limited in implementation in terms of an actual need to use outside of an arbitrary "need to move just to see". This could make for some clever puzzles or timed actions that require you to look out. Solid base game though!
This is the starting of a solid gameplay loop. I did have the game crash on me while trying to talk to one of the people (towards the bottom of the screen in the hotel lobby) and another when trying to enter the door at the bottom of the screen in the hotel lobby. Due to the 2nd crash, I didn't attempt to play through anymore. Main areas I could see improved is a more consistent art style, and a more buttoned up gameplay experience (less crashes). You made good audio choices and the main detective gameplay loop seemed to be pretty good
This was a solid puzzle platformer. The only nitpick I have with these type of games is that I normally can solve the level in my mind before doing anything, so it's just execution beyond that point. That's more of a systemic issue with this type of genre though lol The controls worked well, with the only complaint in this department being the block placement. Since it isn't grid based, it's pretty easy to misjudge position/colliders forcing a level restart
You nailed the theme, the puzzles were just the right amount of challenge. The only real nitpick I would have with this game was making the smaller box a bit bigger to make it a bit easier to see what was inside it. Couple times I had to switch back and forth just to make sure I wasn't seeing a stray pixel lol
This had a solid base but some general game design techniques could have helped here.
-I thought the main menu was frozen since my mouse cursor was on my second monitor. Maybe lock the player's mouse to the screen (with option to release lock via "esc" key) when you are using this type of gimmick. Or just don't have that effect on the main menu. Try to reduce barriers of entry to the gameplay as much as possible. (it is a cool effect, just needed to be setup more friendly for the player)
-The goal of the game seemed a little unclear. I know your game description mentioned not to fall for false exits, but maybe it could have said something like "you are a girl trapped in a abandoned house. Her only way out is to find the hidden exit in the closet (this is just example text, use what would work for your game/story). This helps guide the player without outright telling them how to exactly figure out the mystery.
-Art direction could have helped with guiding the player as well. Maybe path ways of blood leading towards where the player needs to go. Or you find more destroyed furniture as you get closer to where you need to go. This helps indicate to the player they are on the right path with the added benefit of adding more suspense to the player, since those visual can really mess with the players mind.
I hope this feedback helps you continue your game dev journey!
This was a strong entry. The main gameplay loop was simplistic but engaging. Only real negative is even with the add difficulty, the gameplay was still fairly simple and felt a bit repetitive towards the end. Not sure how to fix that other than maybe speed up animations and reduce total time each section took. Good game length though for a jam.
For sure! Wanted to do more but only had about 8 total hours to work on this. Also found out the hard way that unity's audio mixer does not work with webGL builds. The music is suppose to be ducked when the talking occurs, but webGL doesn't support it I guess. Would have loved to put in subtitles. I need to find a quick way to achieve that for future projects. Thanks for the feedback!