Amazing performance by Matt Da-meow-n
Spookto
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Thanks so much for asking about struggles because I feel like I have to complain about how much I struggled with Unity.
The last time I used that engine was 6 years ago, and I've tried many engines since, before landing on Godot. Unity, specifically Unity 6.3, because I used to run Unity 5 on a weaker machine, is NOT lightweight! I've made 3D games using Godot on the same potato laptop I used for this jam and let me tell you the stutters and throttling I experienced thanks to Unity are things I would not wish upon the worst of my enemies.
Now that I am done pointlessly hating on Unity, it is time to move on to the fun stuff.
3D Modelling is always fun when working with a team. Simply showing your work to someone else and having that back and forth talk to perfect the idea really serves as a reminder that many of the games we look up to were, in-fact, made by teams of people each with their own thoughts and preferences and lives.
Being at the physical site in person was an amazing experience. I've done a lot of jams before this one but this was my first on-site jam so it was all very new to me. 10 years of game dev and this was my first time meeting game developers irl, it was enough to make an old man cry 🥹
Overall it was a pretty fun experience and, while our game turned out very rough and unpolished, and the creation of it felt like it was more tiring than it needed to be, I came out of the jam feeling weirdly energetic and so so so glad I didn't stop developing games.
Thank you so much for giving me the opportunity to talk about these random feelings, and I wish everyone all the best with their future endeavors!
I'm off to finish every single game submitted to this jam. (17/48 finished at the time of writing)
Really fun concept.
Made me realize I'd never survive because even after mapping out the entire cube on paper I still couldn't figure a way out... I'm just terrible at puzzles.
I would suggest adding a resolution setting to make the game playable on weaker hardware. My PC is weak so it ran at ~26fps average, but thankfully the game didn't require fast reactions so it didn't affect gameplay.
Definitely going to watch the movie this was based on.
Really lovely.
Liked the visuals and aesthetics a lot, the city looked beautiful when I flew out of the map.
The music really adds to the retro feeling.
Controls were fine, got used to them quickly.
A bit of sound effects and camera zooms when you pass through the rings might make things feel better, but I really liked the concepts.
Added a screenshot to show how cool the city looked!
Really nice, I like the spell combination system (was kind of disappointed when the wind fairy didn't give me a wind spell), the environment was nice but kind of repetitive.
The enemies, except for the spiky dinosaur who killed me too many times, were fun, I especially enjoyed the boss fight against the rocket throwing bat.
I had fun, thanks a lot.
The lantern throw and dash is very nice concept, it seemed kinda bad at first but once I got used to it I was trying to find ways to skip some platforms.
Also the background art in the beginning is beautiful but it seems like you didn't have enough time to add backgrounds near the end.
Overall a very interesting concept.
Just finished the demo and it was really fun, the combat was solid and the pulse system is very refreshing, however there are some problems that I faced when playing the game.
- The first problem was that the poles that the player could grab onto easily blended with the background and were hard to see (I spent 2 minutes walking in the area above the green door wondering how to get up the ledge before realizing that there were poles), I would recommend adding some torches or glowing things at the ends of the poles to draw the player's attention to it while using the old pole sprites for hidden areas and secrets.
(If you play Devil May Cry 4/5 you will see that Nero's latch-able areas always have a blue/cyan glow or fire around it)
- The second problem was that the area where you climb up a broken wood stairs was VERY confusing, mostly because I easily mistook the foreground for platforms, it also happened in other areas but this specific area really made me frustrated, I would recommend making some different shades for the foreground and background so that they don't get confused with the platforms and walk-able areas (or it might just be me being stupid :P ).
- The third problem was that the enemy health bars easily blended in with the colors of the sky that it became hard to notice, I know that visual consistency is important but sometimes the colors are TOO consistent that it all blends in and becomes hard to notice.
Overall it was a really fun and refreshing game with amazing visuals but it suffered from lack of visual "depth" (idk what the correct word is but it feels like the world is flat without much distance between the foreground and background).
Good luck and hopefully it keeps getting better and better.






















