Really liked the art style and felt good for the most part, especially the clamber. Just wish there was more to play.
Travanator
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Thanks, it was definitely a struggle and I think that shows, there's a bunch of things that I could fix or should have done differently and I was triaging up to the last hour what I could get in. Unfortunately, optimization and the settings menu were on the back burner for most of the time and didn't quite make it. But like you said I think for 2 weeks I'm fairly happy with it.
Ok, I see the idea and great attempt for a first game. I love the enemy design but a lack of context overall. Besides audio and feedback, I'd say the reality shift needed more design care. I can shift realities and completely ignore enemies, then when there are enemies in the shift, I just switch back. There is a cooldown on the shift to the alternate reality but I felt it was too long and not represented anywhere, there's also no cooldown switching back so it's not consistent. The end portal is also not represented in the alt reality so I walked into a room and just won.. kinda odd. I don't mean to rip, but as you said it was your first game I wanted to give honest feedback that hopefully helps you out, cheers.
I can see the potential for this but I would kick the random mashing element and have jobs pop up on the screen along with a random word and you complete the job by typing the word associated with that job. This way you don't have to take your hands of they keyboard and there is some extra skill involved.
For real I think you could take this and imagine like a proper house level or a back alley, someplace where a bunch of random objects could possibly be and have pre-determined places where things could spawn instead of random and you have to find what's real and not through your phone. Keep the same gameplay loop, it makes it frantic with things popping in and out of existence every round as if he's having an episode.
I couldn't tell if there was a lighting problem or if the art was intentional. Was that a shader or changing LOD's every frame? Whatever it was, it grew on me cuz it worked with the theme and I loved the atmosphere. Was worried what would happen if my flashlight ran out of battery, do you just lose? Also stairs tip, you can use a convex mesh collider, so it just acts as a ramp, super easy to do in unity.
The story and mechanics are great. It didn't seem like the music box drained power though, I never had to crank it, which, honestly I preferred. If cranking was gonna be a feature I'd say have the box only show a small area and when cranked it increases the radius temporarily something like that. Make it something the player wants to do rather than has to. Art and music were nice too.
Hey, congrats! The world looks amazing, feels a little lacking in threat but I can see the idea being expanded to a linear platformer like those Pac-Man World games where the virus' act like ghosts and chase you around. And little security-oriented mini-games like they had the OG Pac-Man as a mini-game in there. Awesome job!
Tried this just because of the icon. I like the collaborative game mechanic of ditching the power pellets for working together but the lack of audio was definitely felt and most corners had an extra bit on them that I kept getting stuck on. That said it should be an easy fix and rated with that in mind. Cheers
Thanks! I agree some prompts to teach the player would be helpful and given more time I would have made some sort of proper tutorial. The colliders were my bane, I have some ideas on how to fix it but the way they're behaving I believe has something to do with how the player moves not the colliders themselves. I need to look into this otherwise I'll keep making the same mistake.