Thanks, I just checked your game also.
Btw, Did you maybe forget to send the rating? As it didnt increase.
Really cool idea, risking to check the path.
I am not the best at maze-like games, so I quickly got stuck :D
I was struggling with the controls about what I was supposed to press, go north west or north east :P But it's not an important issue.
While the easy fun of this game is really nice, over all I miss something that will engage me to try harder so perhaps its something to do for this game design to adjust.
Anyway, Good job!
My gameplay
Short but quite fun game. Reminds me of old super Mario game.
My main issue comes from the collisions, they are bigger than the objects that kills us. Perhaps it will be to make these sprites bigger, than increasing the collision over the pixels.
Once I understand this, the game becomes easy, maybe too easy.
And :D its too short.
At the end of the game , the game shows me polish flag , so Polska Gurom :D
https://gyazo.com/ca09d0d98b003f53a8922480e0c3b5c8
My gameplay
First of all, great keyart. Its capturing the attention.
Presentation of the game is also on a quite good level.
And that Ricky roll after pressing rate button.
I had some issues with the starting screens that are not skippable. I was running the game 3x again and had to wait throuth this sequences again.
The camera is using too much fov imo. Some people can feel motion sickness.
The movement, especially jump is a bit too stiffy, did you code the movement from the scratch?
Mouse sensitivity is very low, hopefully I had the possibility to accelearate that in my hardware mouse.
I stuck at this vent maze, I did not found any clue where suppose to go, so for me it was just random walk-return loop, so I do not have a chance to test the entire game.
My gameplay:
Video got market as copyright violation due to ricky roll moment :D however I hope the video will works.Hello,
After the previous game jam that I was participating, my son got excited how its work etc. We decided to let him try to make a game in any of next game jams. And the nearest good gamejam was this one.
He created a game, using very basic functions, and UE shooter template, replacing all assets to his own assest. It was very difficult period for a 9y child, as he had daily limited time on so instead of playing his games, he was working over the project.
And he did it, the project is finished I am proud of him.
But the problem is, not including me, nobody play it :/
I am worried that if absolutely no one will comment his game, he will get discouraged from game jams or over all from making games.
Can at least few people check and comment his game? https://itch.io/jam/brackeys-14/rate/3846881
I know its heavy file UE5 build, so perhaps, instead just check my video in the comment and comment his game basing on this?
Thanks in advance!
Yeah you are a true master of horror vibe.
I didnt read the description before as imo the games should be teaching the rules themselves.
As fast as i realise that is a horror game, my idea was to find that jumpscare moment as fast as possible, and it happens when I thought that its not spawned yet.
I struggle with understanding the goal of the game, baking the cookies to beat the monster and escape (i guess) is a bit counterintuitive :D
I do not get engaged, but perhaps its because I am not a fan of a stricte horror games ( by stricte I mean i love games like Dying Light or AvP etc, but the horror part of this games is only an additional thing enhancing the serious problem, rather than a main theme).
But I guess people who loves the horror games, will be engaged as hell as everything in this game is on very good quality level. GJ!
My gameplay
Actually, its more funny than I thought. Reminding me of old Doom or Wolfenstein games.
I feel like this game can be done on two ways, one, by going slowly, eliminating every enemies, or trying to rush it as fast as possible.
The first way is boring, while the second is fun. You should make something that will push the player to a need to beat the level quickly, such as respawning opponents or simply the time limit.
Anyway, Good Job!
My gameplay
Its the best game that I was checking tonight.
There is a wave counter, but you should count not the waves passed, but the waves to win, from 10 to 0.
The initial screen with red cards looks like a shop, where we have to buy the units :P Nothing is tellimg me ingame that its a modifier, adding risk.
And the font is too small, its difficult to read.
But its a great game, I hope you will get much more attention.
My gameplay
Fits Theme: Yeah, the idea is cool, we didnt see the opponents in the differeng rgb channel, we have to switch to the proper, but then the others will dissapear.
Fun: Its actually fun but there is one, very important element that breaks the fun. Pacing! The pacing is flat, nothing accelerating and nothing slowing down. Because of that, even though the game is fun, its diffucult to play it for long time, quickly losing interest.
Fits Theme: I guess there is something at the end? because I didnt beat it and didnt see anything in aligh with theme
Fun: Good mechanics learning, quite interesting approach. But there are a few things that makes this game harder to enjoy.
1) feels laggy - I dont know why, but I just turn on my frame view to check if this game is lagging but it shows me 280fps
2) input lag - the character didnt react instantly on the input, there is lets say 250ms input lag. Not sure what it is, perhaps an acceleration curve? If yes, would be cool if the acceleration will start not form 0, but from lets say 20% of max speed.
3) too slow - the movement is too sluggish. The game will be much more fun with for example 1.5 speed
4) wall jumps didnt register - It feels random, I dont know how to make sure that wall jump will register. Usually the platformers cheat, to helps the player, but this time I feel cheated when my wall jump didnt register.
I just watched your stream. Thanks for playing, and GZ for finding the ring!
Omg, the game is so undertested, so many bugs, lack of information. I should teach what the numbers and sounds mean (such as gold is around 50-70, and everything under 20 with a quack sound is iron). With that information, spotting something with the 65 number will be more fun.
However, I am happy that any critical issues occur, so the game remains playable.
About the suggestions, yeah, in this type of game, sensation aesthetic is the most important thing, so the ambient sound (which I forgot to loop), footprints, splashes, etc it must have. I was thinking about creating more maps, it was in my scope, but my project got corrupted, and I lost 2 days repairing it, so I adjusted the scope ( so no more maps, no water splashes, and undertested).
Yes, I studied it several times, even with chatgpt but simply during the play, everything is different. The goal is to pop the balloons, but when I play that cart instead of pooping them, I just lose cash.
I can only check few carts then all the others are impossible to check, so instead of making the decisions I have to pick random one, watching how my cash is draining, mixing with several funny V/O about the Unity
Fits Theme: For me what I doesnt see is the last collectable thing to complete
Fun: Its very simple game, so I hope the expectations are low. It can be funny for people between explorers and achievers. The locations are full of hidden paths, and the collectable objects serves as a reward for finding a way to the new rooms.
Fits Theme: We doesnt see the action, instead, we are commanding everything from the old pc style map.
Fun: Yeah its actually really fun. I feel like this game can sell on steam with more content. Its required to write somewhere all the commands, and its reminds me of morrowind quests (no questlog, write everything by yourself). I am not sure if everyone can enjoy this game as it requires speed typing skills. Perhaps better idea will be to give the ability to write more commands at once, like a script, something like
t2 goto d2
delay 10
d2 open
t2 goto c9
delay 2
d2 close
delay 10
t2 search c9
etc.
Fits Theme: In the game we can switch the reality, when in one the platforms are a bit different than on the another. However, its not something that we doesnt see, but its something that doesnt exist untill we switch it.
Fun: Its kinda fun, however several things make this game hard to enjoy:
1) switching cooldown - imo its completly not needed, or at least it should last for 1sec.
2) slow - everything is too slow, accelerating game speed 1,5x can make this game more fun. Lucky this is dev build, so we can switch speed by typing "slomo 1.5" in console. However some levels are not prepared for that speed.
3) Wall jumping do not always register - seems like to make sure that walljump will register, we have to wait few hundred miliseconds after touching the wall. Sometimes it seems random, and its unpleasant.
4) It will me more fun when mechanics will be teached before the game will be require to master them.
Ok so the idea of walking completly dark is fun. We have to predict where we should go based on what we saw before the light will dissapear, and people are good in predicting things so its funny. However when I turn on the light, usually what i see its
https://gyazo.com/3bf3d23010e3df9b5acea4ab8967fdd4
If we decide to turn on the torch and get the attantion of enemies, we should see at least our closest area imo.
Fits Theme: OK we cannot see the road to the meta untill we will switch the view mode, however its not only the view mode, its the different reality and collisions. So I feel like its not about what doesnt see, but about changing the reality.
Fun: I can imagine that racing with friend can be fun, racing the leaderboard too. More feedback about the leaderboards, such as checkpoints delta time to the leader, more maps, more polished implementation of motion matching char (its already a little clunky in terms of jumping or climbing).