Nothing else really like this. Pretty and unique. Does what it wants to do well.
It gets better once you realize you're just looking for time stamps, and the camera movement is just to get a better look. Cause at first you're not sure if you're gonna have to pixel hunt or what even you're looking for.
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Nothing else really like this. Pretty and unique. Does what it wants to do well.
Happened to me too. But I managed to get out of it by resizing the window. My guess is that when the game takes control, you have it let go when it reaches its destination, but for some reason it doesn't in full screen. You can't turn or move forward while it's locked.
Overall, game's pretty rough, but I liked the final moments where you see all the other desperate last moments frozen in time.
Ah, well that's super weak.
I was thinking a camper wouldn't go from Healthy to Dead because of how unfair that would feel to a player.
Still, jam games aren't known for their balance. ^^ And it was a very cool core otherwise.
This was neat overall. Loved the simple graphics and colors.
Small gltiches like the mouse dissapearing when you have to choose who to feed. or after some actions randomly.
Only complaint was my abrupt end.
Had 7 people. All healthy, only previous gaurd exhausted, nourished.
28 wood 19 food 4 medicine. Someone on guard. I don't think you can do 2, it wouldn't let me earlier so I figured you just can't.
But all the campers died? Does this happen regardless after so many days? Or did I just get the shittiest RNG?
Oof, you know honestly? I haven't meaningfully touched it since I got covid a few months ago.
Every time I try to pick it back up, I get overwhelmed because of how messy the project is. I think it's time to admit that I won't be finishing this as it is.
I'm not giving up on PIC as a concept, I love the characters, but I'm gonna refresh myself and make something more true to my original vision, before I stripped it down in hopes I'd finish it in time for the game jam.
This game is very hard, but doesn't feel impossible. Just asks for more percision and patience than I have. Could barely make it through a level normally, don't ask me to collect everything too.
Feels very faithful to its Crash 1 inspiration.
Technical issue I had was the joystick dead zone was a little too small for my Switch Pro Controller, so menu navigation was frustrating. And in game if I let go of the joystick the character would face the camera, inching every so slightly towards it.
I also like the alt costumes. Fun calls to others.
The final release will be alot less buggy.
Fast forwarding in the rain caused the crashes. They're fixed in my current build.
I hope you found it cute and interesting enough to try again when it's done. ^^
So far what I've deduced is that the bug occurs with AMD GPUs, but not ALL of them. Thank you for trying another computer. I'm sorry all of them are AMD.
I'll continue to try and figure out the issue. My current theory is that AMD isn't playing nice with the Render Texture perhaps. Since to my knowledge, everyone can see up to the title screen fine, which isn't being sent to a render texture.
The only thing that makes me uncertain that's the case is that I never got any complaints about "Become Prey 2" only showing a black screen even though it's using a similar method.
The only difference is that I added a second RenderTexture so the text also looked crunchy.
I need to find someone with this issue that I can send some builds to and try and hone in on the bug.
I wonder what that error was. It may have been a clue.
Unfortunately, I don't think its an issue with the game build. It may be a driver issue or something. If you have other hardware, give it a try on that. Else it's a guessing game to what isn't playing nice.
They said the loading screen, do you mean... is it happening after the Unity Splash, or the proper loading screen where it says "Ready"
Cause I read online there can be issues with unity's video player not showing video but playing audio.
I'm very happy to hear people are connecting with the characters! I had such anxiety over it, cause they're really the crux of the whole game.
I definitely started sprinting to make the Jam's deadline. But now I can work on it at my own pace. ^^
I'll try not to keep everyone waiting too long though.
Thank you for playing through, and leaving your thoughts! I'm glad you like it, and I'm happy to hear you were able to connect with the characters. I had alot of anxiety over the writing.
Hm... a scene select... I could give it a shot with a final build.
^///^ Yeah, it's pretty obvious I started running out of time for the jam. The 1st scene is the only one I polished at all, and that's how I want the rest of it to look when it's done.
I totally understand. ^^ Unfortunately, I don't currently have a good timeline for when this will be completed. All I know is that I don't want to work on it for too long, so I'm aiming to finish by the end of the year, and I'll reassess from there.
I didn't take it badly. Your frustration was very valid, and has been shared by many. I feel it's a failure on my part as the dev that you weren't able to get both endings. I didn't convey at all that head shots do double damage, and conveying info like that will certainly be something I'm more midful of in future projects.
The game has your progress saved, so if you're itching to see the A ending for personal curiosity, armed with the knowledge to aim for the head, you should be able to beat them!
Made with Godot? Neat. My only issue so far is that is crashes pretty often. Once after I completed the ritual, and once when the final door opened.
Unlike most crashes that make a thing of it, this game just closed out, and I almost thought that was just how the demo ended.
Which was very dissapointing at the first one. The second only cause I missed the final cutscene before the credits.
Thankfull the auto save meant I didn't have alot of catch up to do, but hopefully the final product doesn't crash at all.
While this game wasn't my jam, I can really appreciate the effort that went into this. Like it is a really cool throw back to text adventures.
My biggest issue is that I'm dyslexic and reading under pressure is awful. The high lighting of key words was a big plus.
Unfortunately, I also couldn't understand the directional system for movement. Sometimes it felt like it was based on the direction you were facing, and sometimes the compass? And if you picked the wrong direction it would take you back where you came from, which often landed me in the monster's claws.
Still, in spite of my own inablilty to play this, you did a great job!
The little intro screens were a fun addition, really sets the mood.
I also enjoyed the little Crash Demo alot.
I'm glad I didn't really look at the screen shots before playing cause the shift into horror was really jarring in good way.
I did find the game play to be tougher in the shift. But not so much I gave up.
The ending was also super unexpected.
Overall, I don't feel it fit the hunt theme of the jam well, but it absolutely blew haunt out of the water. Good job!
I really liked the intro cutscene. It was more than I expected from a jam game.
If you're planning to go forward and do more with this game, I'd recommend working on the aiming / combat.
The laser sight would be going through an enemy, yet when I shot it wouldn't hit. I became very frustrated.
I'm absolutely ecstatic over this comment. It's pretty much exactly how I hoped it would be received. Thank you!
I was worried that no one would want to put the time in to get ending A. I'm very happy to hear I was wrong. ^^
I had the Barbara launch happen to me once or twice while testing, and noticed alot of the other hiccups you mentioned, but the fixes weren't obvious, and they didn't break the game, so it ships!
As for the future of the series, I do think there will a BP3 eventually, as there are still alot of things I want to do with the IP, but for now I'm going to work on something else.
Thank you! for the kind words.
I considered the monster's swinging at you with their BIG... MEATY.... CLAWS! as a form Violence. And the monster's intestines are showing which is a form of blood and gore. (Though I get how that's abstracted when everything is green) But I do agree that it isn't much which is why I gave it a T rating rather than M.
Also, there is only one ending. I'd say I didn't have time during the jam, but really I just didn't consider it for this project. The next one perhaps. ^^
I spent a bunch of time resetting trying to get all the items to spawn, thinking I had to craft the bullet myself with the screw, the black powder, and what I thought was a bullet casing but turned out to be a bullet.
Over all it was great. I liked that there were puzzles to solve, and multiple ways to solve them.
1) After a bit of climbing up I drop onto this struct jutting out from the first tower.
2) Following it to its end there is a color change. (Is this the pipe section?)
3) Climbing that, I stay left until I come up to another support beam going into a building.
4) I take that all the way to the top where and then slide down a little onto a slope that goes on for quite a while before suddenly coming to an end, where I fell off and with no bottom to land on, continued to fall until I quit the game.
I'm uncertain. And don't know how to check.
When building for Mac, unlike windows, I don't get an option between 32 and 64 bit. That's very strange, and an awful design flaw. on both Apple's and Unity's part.