Maybe I'm just getting old, but this game seriously strained my eyes. The darkness of the environs combined with the in-built mouse acceleration making my viewpoint go wild made me feel ill. Once I had to start jumping across the floating Green Pickles of Destiny, I felt cold and clammy and had to actually stop playing.
I'd highly suggest some accessibility options for people, letting folks be able to control brightness, contrast, and mouse acceleration/sensitivity.
quite a nice game you got there :) alas, i'm terrible at first person platformers, so i gave up after juuuust about nearly reaching the top and then falling all the way down
what i liked: the map is well-designed, i really like the aesthetics (everything goes together really well) and the not-often-explored time trial fp(not really s) traversal concept. what i didn't like too much: this is purely personal opinion, but imo the movement is a lil bit too impresice. i actually like the whole "speeding up as you run longer" bit, but occasionally it felt just a tad too, uh, "heavy", if that makes sense
all and all, good effort! oh yeah, and the non-violent aspect of it is cool too - violence is often the go-to theme to build a game around, so it's cool to see that people *are* trying to find other things to explore
Comments
Maybe I'm just getting old, but this game seriously strained my eyes. The darkness of the environs combined with the in-built mouse acceleration making my viewpoint go wild made me feel ill. Once I had to start jumping across the floating Green Pickles of Destiny, I felt cold and clammy and had to actually stop playing.
I'd highly suggest some accessibility options for people, letting folks be able to control brightness, contrast, and mouse acceleration/sensitivity.
Cheers for the feedback, mate. Accessibility certainly wasn't on my list for the codejam, but can certainly see a need for such.
quite a nice game you got there :) alas, i'm terrible at first person platformers, so i gave up after juuuust about nearly reaching the top and then falling all the way down
what i liked: the map is well-designed, i really like the aesthetics (everything goes together really well) and the not-often-explored time trial fp(not really s) traversal concept. what i didn't like too much: this is purely personal opinion, but imo the movement is a lil bit too impresice. i actually like the whole "speeding up as you run longer" bit, but occasionally it felt just a tad too, uh, "heavy", if that makes sense
all and all, good effort! oh yeah, and the non-violent aspect of it is cool too - violence is often the go-to theme to build a game around, so it's cool to see that people *are* trying to find other things to explore