Great shaderwork. Office space looked fantastic, underwater space hurts my head due to floor texture constantly shifting. Text was unreadable, but that was already mentioned.
It looks nice, but not much in terms of gameplay.
-Nice shader
- slow down the TV static thing, it's annoying
-didn't get enough height to get the shrimp
-I don't think text should have collision(office building)
-Disable the shader on text please
-Pressing F uncaptures mouse so you can't aim the camera, happened when I tried to find the interaction button on random stuff
Interesting artsy thing
Also I fell off the branch in the paper hat room because I tend to hold forward/play with jump to do something until I reach destination.. not a huge issue since you only fall once that way
Thanks for the feedback. I’ll cut the static to 4fps instead of 12fps. I’ve gotten the same feedback on the text, but part the shader pipeline cannot be selectively run on part of the screen, but I have a solution for that. Uncapturing the mouse was for debugging but I forgot to disable it for the build. I’m going to change how the teleports work so I can set your rotation and look angle to make sure you won’t walk straight off of anything.
Visually what you have made here is fucking stunning. I am thinking back to that space game, you clearly have the tools you need to create something truly astonishing. The "desert" area is mesmerizing. As is the outside space when you go into the black void. A story, some music and you could create something moving I think.
Could not figure out if I was able to do something with the machine across the black wall once I had all the stickers. If so, tell me.
Hell of a unique shader, makes a rather plain walking simulator a bit more interesting.
I couldn’t get the shrimp in the bikini bottom zone, the macaroni tube didn’t shoot me nearly high enough. Assuming that was the intended way to do it, the velocity boost might be framerate dependent or something. The game was using up way more CPU than it probably should have and I use a 144Hz monitor so anything framerate dependent would be screwed up by that.
Edit: was playing on linux with proton, other than the shrimp problem everything looked fine.
I just tried it on a 144hz monitor and there was no difference, that code runs in the FixedUpdate() loop so there shouldn’t be any variance in the momentum it gives you.
Are you getting this high? Less?
The game was using up way more CPU than it probably should have
Sorry, the game currently has every area loaded at once, that could be it. I’ll try profiling it or something just in case it’s another problem.
Thanks for the feedback.
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