I love the idea of implementing puzzles!
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Unreal Vicinity's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #98 | 4.154 | 4.154 |
Audio | #132 | 3.615 | 3.615 |
Overall | #144 | 3.624 | 3.624 |
Game Design | #162 | 3.692 | 3.692 |
Theme | #219 | 3.641 | 3.641 |
Innovation | #314 | 3.308 | 3.308 |
Fun | #322 | 3.333 | 3.333 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
It takes places in an unreal, strange world...In addition to that the main game mechanic is connected to the topic aswell.
Did you write all the code and made all the assets from scratch?
Yes, except some of the sound effects, i downloaded them online (royalty-free) and then edited them myself a bit.
Comments
The graphics are amazing and the game mechanic offers cool puzzle possibilities! The only criticism I have is that I sometimes couldn't tell which elements are in the real and which are in the soul world. Also, it might be nice to know which switch is connected to which element so that you don't have to test every possibility after entering the screen. But these are just minor complaints, great job for a game jam game!
One of the best games i've played so far in this jam!! Please add more content (if you feel like it) and make it into a full game! Played at https://twitch.tv/hedgein <3
Best looking game I've seen so far, sound it top notch as well. The soul mechanic I liked, but for a puzzle game like this, I found the energy mechanic more annoying then something to work around, most times I ran out of energy it was because I missed a jump. If I could tell what each lever would do and the jumping was more forgiving, I think it could work.
Thanks for the feedback, many people actually mentioned those two critics...I thought the energy mechanic would add a lot to the gameplay, as the player would have to focus on playing efficient to succeed in the puzzles.
In addition I thought, that if you don't know about what each and every lever does it gets the player to more explore and think about the levels and then restart to finish it off.
Wow that was a really good experience! the game mecanics and level design is well done! I just don't think that the energy counter is a good idea, it's only frustrating from my point of view. Also I think that the background of each level is enough to understand the plot of the game and the numerous texts added to explain it are not really useful, I think that almost no text would have had more impact!
Beside that you made a really great job!!!
Thanks a lot for the good feedback! I think the energy limit is important, because it makes the puzzles more complex. It getd important for the player to find out the most efficient way to solve the level. But as I see, this probably should have been worked out a bit different...
I thought the comments/ thoughts of the mein character would add a lot to the story telling. Do you think the player would have understood the whole storyline and would have been motivated to play further without the comments?
Energy limitation cause me to reset level a lot of time because of wrong input or bad jump. But maybe could you add the limit as an optional challenge?
You added specifics sound like car accident and ambulance, also we see a burning car, it's self explanatory from my point of view, also at the end we hear hospital bip, so we understand we are in coma. But if you are not sure player can understand, you can still let the main character talk, but maybe more evasive?
I really like the artwork and the environment reminds me at alice in wonderland (with the mushrooms)
I got stuck at a point where I wasn't able to switch to the soul/cycle again.
Wow the graphics looks sick! Love it! The player controller feels a bit stiff IMO. Otherwise cool game!
pretty cool art style fits very well with the game. very interesting mechanic too.
the jump seems a little bit too low I barely could jump on the top of the boxes, also pushing the boxes are a little too slow and I really miss the ability to pull the boxes.
I am curious, why the limitation on the number of times that you can switch to soul mode? I don't think I ever saw this type of game with this limitation.
Hey, thanks for your detailed feedback. At first, I am happy you liked the game. I do absolutelly understand your remarks on jumping and moving a box. I just wanted to let the jump feel more realistic and not as cartoon like, but looks like i have overdone that a bit.
Not implementing the box pulling mechnic was actually my purpose, because with that I had another puzzle mechanic (not being able to push two boxes behind each other). But it would have needed to be more obvious to the player i guess.
The Limitation: This is ANOTHER puzzle mechanical aspect. Some of the levels are a lot easier, if you have endless changes. So I thought it would be more challenging to let the player experiment first, but then find ways to make the solving process as efficient as possible (with less changes) ;)
The art, story and sound are very good ! Great job also on the level design !
Well done ! :)
The game's story was neat. I liked how mysterious everything feels and solving puzzles using your soul feels very rewarding.
Good game art and graphics its really good. The story is short and nice.
Rated it! If possible do rate my game :)
Rated, so cinematic and artsy!, really loved it!, the body sapping mechanics is cool too!, great job!
can you help rate mine too?, it would be really a huge help, Thanks!
Here it is: https://itch.io/jam/brackeys-7/rate/1415313
The contrast of colour to monotone was fantastic! Great adventure with a lot of soul!
Oh my god this game is gorgeous. I would love to see more of your works. The game is pretty fun too!
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