Theoretically, yes. But the game were made using later version of UE4.
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I like the idea and movement in general, but stamina system is extremely vague and make game less fun IMHO as you have to wait for quite a time to continue moving. It would be better if I spent stamina only on attack.
Our team has a similar idea around the mimic. And I'm happy that we're not alone! And yeah, it's your first 3D game and they're always harder to build than 2D games during jams. The first experience is always bitter, but if you keep trying you can achieve a lot.
The team is 4 people including me. I used my collection of plugins for rapid prototyping to avoid building usual stuff like pause, menus, game states. Not all of them but some. https://tricky-fat-cat.itch.io/tricky-prototyping-collection
I 'm so glad to see such a game here! As one of the idea of our team was to do something similar! However we chose another idea. Also the visuals and music are gorgeous, I'm certain if we had done similar idea, it would have been much worse than yours. Well done!
The idea is good, indeed, but presentation and UX are bad.
- The lack of any sound and music make the experience much worse than it can be. (Said a guy whose first jam game without any sounds, lol)
- Highly recommend not to mix such different assets in terms of visuals. It makes the experience less consistent. Try to find assets which are as close to each other as possible to keep the visuals more consistent
- The important information is communicated to me through a chat window without any formatting and it's hard to understand what is going on. And less exciting.
I love art, I love the puzzle. At the beginning I struggled without any tutorial or one clear message that I have to use all ingredients to finish the puzzle. Not a big deal, as ultimately I took my head round it. Extremely good work, well done.
Quite a nice small game which, in my opinion, has a really good potential to be a crazy indie game.
The physics and UX are hard to read as sometimes the box can be damaged even in pillow, and the glue action feels not that strong in comparison to the pillow.
Thank you for the feedback. Indeed, the levels, as usual, are extremely massive mostly because we didn't have a proper preparation at the very beginning of the jam and some mechanics got finished quite late.
In terms of attack, I do not remember exactly if it was a design or a happy accident, or both at the same time. But eventually, I thought about such possibility and decided to keep at as is as it brings some kind of variety in the game.
Yet again you create a superb game that is simple, but very appealing. I enjoyed playing it a lot, and really adore the concept. The only complaint is that the very beginning feels a little bit too long.