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Warped Imagination

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A member registered Jun 30, 2019 · View creator page →

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I am glad you enjoyed it
Yeah I didn't get the full 7 days so didnt get my usual level of polish on tutorials .. plus I built a level editor for it .. I don't know why .. lol

Thank you I am glad you enjoyed it

Glad you enjoyed the game

Agreed it does need more indication on the recording and also the cycles need a little more polish

Yep could have used my usual interactive tutorials but my polish time got cut short

Glad you enjoyed playing

The Last Clockwinder was a mechanic I was playing with here and I am glad about the comparisons .. I would have liked more time to get into the cycles and nail the sweet spot but time wasn't my friend in this jam and I got cut short.

Glad you enjoyed the game

Not my usual level of polish around the controls .. the recording cycle could definitely use some tweaking, a few more passes and I think I would nail it, but time was not my friend on this jam and I got cut short.

Glad you enjoyed the game

I really wanted reproduce and play with the Last Clockwinder mechanic in this game so might have shoehorned it in a little .. lol

Not my usual level of polish as my time was cut a little bit short on the jam, I agree a note on the number of robots and also a little more indication on when your recording. 

I might revisit this recording mechanic in future as it certainly had potential

Glad you liked it .. I admit its not my usual level of polish on the controls and interactive tutorials but then my time was cut shorter on this jam

At first I totally missed that I needed to put orders in boxes so was filling up the tubes with the order. But once I found that button it was satisfying to shoot them off into the void. One other small bug with the buttons glitching when pressing them.

Outside of those small bits it was fun with a good use of the theme

Not entirely sure why I kept dying?

Good use of the theme

I do love a programming game .. couldnt see (and maybe I missed it on the tutorial) where to put the disk afterwards. 

Good concept though

Certainly a unique take on the theme.

Aiming was a little hard with the hook so maybe highlighting a package if the raycast hits it will make that a little easier. 

I would have named it "Porch Pirate" .. good job

Getting the spooky vibes of the game

The game seemed to glitch me in side the tower with the drawers and I struggled to pick up the delivery tube .. but it reset me after a bit.

Very nice aesthetic to the game with lots of area to expand it you took it further

The tutorial was a point of friction having to return to it to find out a next step or clarify as aspect of a mechanic. Though I can see you moving this to an interaction tutorial in stages if this was more than a jam entry.

Good job

Well that was super cute and with a few tweaks you could be looking at a fun title.

The stop and start mechanic was trigger a few times by accident especially when trying to move the ducklings onto a platform quickly and a few little physics issues. Other than that solid jam.

Unfortunately it went the way of the Dodo .. but you gave a robot a set of commands to perform so that he could get to his teddy bear

All good suggestions .. originally I was gonna make it longer but I only got a limited time as a good section of this game jam was taken up with life stuff.

I like the different endings scenario.

Congrats on fitting so much in within such a short amount of time

Only comment is popping in a teleport option .. though if this had been the first game in my jam play session the movement wouldnt have affected me so much.

Good job

I am really not quick enough .. lol

Good fun only real note is losing the key on occasion and being awkward to get back .. but with the quick turn around restarting is nice and simple.

Very cute .. reminded me of a game I made (and loved) ten years ago.

Nice to see a good twist on the theme

Well done!

I actually missed unlocking the legs, thought the last key would be used up above.

As mentioned by a few others the floor was a little problematic, so I went and recalibrated .. could just fake the floor being a little higher to get round this issue as I find most people don't have accurate floors (people be lazy).

Water was nice .. tried to catch it in the bucket at one point, but thats more down to the water mechanics looking good.

Good tutorial .. glad to see that added its often missed.

A few notes:

- Hands were a little jittery in place .. I would lock the root and then the wrist and only motion the other joints to give the impression of being locked in place.

- A little more indication on the legs .. mixed in with the other bones they get a little lost. 

- I would add a button to skip the intro (black screen) after the first playthrough. Though I like to mess with mechanics so I can give feedback so maybe I play a little more than others.


Well thought out escape room .. good job!

Glad to hear someone finished the game

Well done !!

This made me realize I am not fast enough in VR .. and after all the fitness I do sitting here coding all day.

But seriously you really got the anxiety running with those people roaming after me .. good job.

Only point I really have was that keys were a little hard to get and I couldn't find them all .. nice touch that they change up when I restart. 

Nicely done.

Glad you enjoyed it .. I really made this too hard to work out

If you do end up replaying there are some hints on the menu and maybe this might help
"Some questions repeat and a certain answer tells you something about an item in the room"

Tried it on the Quest 2 then read your comments and realized it was for cardboard

Ok got it to work .. for some reason when I took the new fuse over and then tried to remove the old fuse it wouldn't let me .. but making two trips did the job and I was able to change the fuse

Played on the Quest 2

Nice environment.

Not sure if the paintings puzzle was broken but the text appeared to the side of the paintings and the second number was missing so I just done all combinations with the other three to make it through.

A teleport option might have helped me on the stairs but then I played this after some other games so was already had a little of the VR stomach.

Nicely executed.

That was fun and such a nice story concept

Maze was clever and a nice twist .. good polish on removing the walls so people dont have to go back through.

The hats had me for a second because I couldn't find the second hat .. the contrast of it kept it from standing out in its location which threw me.

Well done.

VR within VR .. nice concept .. game within a game within a game .. inception level achievement unlocked

Completed the game and its a clever mechanic for the safe code .. good job

So for improvement feedback

- The jump of the 2D character is a little floaty

- The 2D characters hit box is a little unforgiving

- The crouch is a little harsh, height adjustment in VR is a motion trigger for people

- Hand interaction could use a little work

- I would change the button symbol .. as for a moment I was pressing the X on my physical controller until I realized its the big button on the virtual controller .. could make the controller a VR controller and pressing the physical X on the controller in your hand pressed the X on the virtual controller .. so meta .. lol

- Fire clips the fire place so could be a little rotated backwards


But those are minor things .. the main point is your design and game mechanic and that is good

Well done

Good job

Zombie in the garage was a nice touch, when you dont realize he is gonna be there .. lol

One point for me is to make the interactable items a little more noticeable or contrasting against other elements, I dropped the key at one point and for the life of me couldnt find it again. 

Got a lot of Backrooms vibes going on .. which I like

Had to give up in the end, got two keys the red and the green but couldn't find the blue.

Minor points of notice 

- Things in hand didnt seem to be parented correctly so move as you move.

- Got some light bleed where flashlights are close to the other side of walls

- A few niggly texture wraps

- Maybe a little more juice when you get the key in the lock for a reward 

Good job making such an expansive area to run around 

I made it too hard  .. lol .. I had a limited time and no one here to play test before I put it out (wife wont play my games because they are too "dark").
The menu does have some hints that might give you a push should you want them

Always fun to roam around a space station 

A little tip for the UI there are some shaders for Unity that allow you to render the UI on top of everything else that's rendered so they wont clip into the wall but will always be shown.

One bug while I was moving about I pressed a button and lost my way to move about , a booming sound came on repeat.

Keep leveling up and learning your own your way.

Good stuff

Only real note is on the first puzzle I found the environment a little too dark to complete the objective

Story continuity and other aspects can be fleshed out as you progress past the stage the game is at.


Good job, my favorite escape roomy bit was smashing something ;)

Played on the Quest 2
I like this concept and had fun exploring the nodes

I couldn't seem to pull the fuse out .. I tried grabbing it with the grip buttons and pressing the others (break buttons) separately and at the same time .. am I doing something wrong?  .. let me know and I will play again.

Only suggestion at this point is for the buttons, I seem to be able to grab them and pull them away .. instead you could write a class that limits the motion of the button by separating the visual element from the physics element and only moving the visual element within two points.

I will try it some more once I know how to get that fuse out.

Good effort well done

So here is some feedback to improve on for your next title or next version on this
- Some of the models have inverted normals on them like the key handle so they look inverted.
- The ground texture appears to blur very close to the player, which is possibly a problem with the import settings, its resolution or repeating the pattern
- I dont think the guns are parenting correct as movement effects their position in relation to the hand position. Look at reparenting or where your updating the position to fix this
- The guns dont appear to reload so if you run out of bullets you cannot progress
-  Get into the animator in Unity it will help you with visual flourish early on while your leveling up your dev skills. For instance I could see your doors and buttons come alive

Keep the games going you have a good starting block here

Glad you had fun and thanks for playing.

Did you escape? .. there is a way to get out of the room

Thanks for playing

Didn't get a lot of time on this one unfortunately as life got in the way .. Without giving too much away there is a way to escape the room and the questions, what they say, their order etc are key to this. Post external testing I would consider making a few of the questions a little more obvious with an earlier 'good' reaction that helps you escape and on reflection give people the idea that they can escape the room.

I love the dice mechanic .. just did it myself in a strategy game recently.
Could use a few flow changes on moving around and using the dice, but the throwing dice mechanic is a good one to explore.

Good Job

Never quite made it to the castle kept getting arrows hitting from behind, but the start was good.

With a few changes to the level layout and a little work on motion this would add some refinement.

Good Job