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A jam submission

Orogeny Landing Prototype SprintView project page

ClimateJam Prototype
Submitted by Khaprani — 1 day, 10 hours before the deadline
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Orogeny Landing Prototype Sprint's itch.io page

Results

CriteriaRankScore*Raw Score
Playability#64.1994.600
Overall#74.0174.400
Use of Themes - how effectively or uniquely does it engage in the jam's themes?#104.0174.400
Promising Idea#144.0174.400
Aesthetic / Feel#203.8344.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Hey, sorry I couldn't review your submission back in time to rate due to work.

It looks like you are very dedicated to this ambitious game so it'll turn out good for sure. Sadly, my pc is very much strugging to run it in decent fps (it looks like the specs are more demanding than Helldivers 2), so I didn't see much of the game. Hopefully, you'll manage to do some optimization as well, for example maybe the surrounding scenery doesn't have to be that detailed, or maybe LOD needs to be setup, idk I have no experience with unreal engine. Also, it seems some details like text printing speed and footsteps is not framerate independent. 

Submitted(+1)

Very nice work! You've made an impressive amount of functionality in just a week.


Features I liked:

Being able to skip text scrolling by pressing F

Off-center camera so the player character isn't blocking where I want to look

Branching dialogue system


Minor gripes:

Look sensitivity feels very high; a slider would be nice.

It'd be nice to be able to select text options with F and progress dialogue by clicking.

The town takes a long time to traverse with the player character's default movement. I'd like to see the map get condensed down to at least 1/4 the size (if you intend for the whole map to all be playable space). It also feels a bit strange to see so much empty space between the houses.

Moving through the semi-transparent houses feels very strange.

Developer

Yeah, I have to add locked doors on the houses to prevent entry excepting the ones that will be occupied by NPCS. As far as playable area reduction, I was thinking to reduce to 1/2 and 1/4 and see where the balance point is between the feeling of expansiveness of landscape I am going for and the cost to render. You're right though, as it is now it is needlessly large. The empty space between the houses is accurate to the region the area is based on (I took a little field trip) so I probably don't want to change that for authenticity sake.

Submitted(+1)

Cool environment.