Thanks for the feedback! The co creator (JDEV) and i both agree that the car was a bit too squirrely. The original idea for the game was a series of mini games based on dream tropes. He was going to do one about being in a car that was "out of control", which lead to his development of the looser car controls.
The bounce physics were my first attempt at really making something like this, and they are definitely a bit inconsistent. This is why game jams are so great! Opportunities to learn from feedback are invaluable! :)
wr41thx
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After the jam, if you decided to update the game, you can go into the project settings and enabled "resize window". This will allow users to force the game into a window from full screen and then resize it to fit their monitor. This can cause weird issues with the UI however if it isn't designed to scale well (which typically is a bit of a problem with Unity I feel). Just a little tip I figured out while play testing my games in the past. I love my ultrawide for work, but it definitely causes issues with gaming at times (i run most of my games in a window lol).
I liked the atmosphere a lot! The effect on the attack was also really cool looking. The dialogue was a bit too distracting when trying to focus on navigating the map + fighting enemies + lack of visibility increasing. Probably best to incorporate the story in situations of down time unless you are using audio to present it, or the environment itself. Nice work though! I'd definitely play a more fleshed out version of this. :D
I liked the animations! (especially the bubbling vats of goo. The drawing mechanic was also neat.
Unfortunately i have a really really wide monitor which doesn't support full screened games very well.
I was a bit lost on what to do (i think some of the UI wasn't showing up due to my monitor). The concept is neat though. I'd love to try a web gl build if you get one up!
Yeahhhhh the clicking the mouse to progress dialogue was something i kind of coded myself into a wall with. Hitting E to progress sometimes triggered other interactable objects near the same space as the one you were currently interacting with. I can definitely fix that in the future (my first time making a dialogue system from scratch, haha). Thank you so much for your feedback and playing the game! :)
Thank you! I actually had the ability to skip through dialogue early on, but people play testing said it was too easy to skip through it, so I changed it around a bit.
This was my first time making a dialogue system from scratch in Unity, so I'm still trying to figure out that "sweet spot". Ideally, I'd like it so clicking while it is typing populates the entire dialogue box with the sentence, and then you can click again to progress to the next one. I'll probably keep building off this foundation until it's perfect in future games. :D
Automatic 5 stars for presentation because you made the game in a resize-able window. THANK YOU! So many downloadable games defaulting to full screen don't work on my monitor, but this was perfect.
I feel like the movement was a bit too fast to control, just lightly tapping the controls felt a bit wild and unpredictable. I feel it's pretty hard to get a perspective like this to feel right in 48 hours to be fair though.
This is a cool idea, just needs some polish on the implementation. With some tweaks I can see this being a really addictive mobile game! :D