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New Awakening's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #38 | 3.806 | 3.806 |
Aesthetics | #49 | 4.290 | 4.290 |
Story | #58 | 3.677 | 3.677 |
Theme | #172 | 3.613 | 3.613 |
Fun | #290 | 3.226 | 3.226 |
Mechanics | #325 | 3.000 | 3.000 |
Music | #371 | 2.806 | 2.806 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Epic Games "Paragon: Decker", "Paragon: Wraith"; Permanently Free Collection "Polar Sci-Fi Facility" by Julio Juarez, "Sound Phenomenon Fantasy Orchestra" by Taylor Brook Music; Freesound "Landing on the ground" by "nextmaking", "Cthulhu growl" by "cylon8472"
Link to your source?
https://mega.nz/file/FSUwwbyT#6VLp64TEPkbWGuKugd-6bPzn5k8ygMJkWUnsc9APdIU
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Comments
This was a fun experience ! Enjoyed a lot the way you set everything up, and the voicing of course :) Great work !
Thanks a lot! When it comes to creating interesting platforming sections I still have a lot to learn. I took some notes yesterday from your game :D.
Great graphics. well done
Thanks! To be fair, everything looks good with Lumen :D. You would probably like it, it would work really well with the kind of shiny tiles you have in your game.
It looks good but I think I'm too stupid to play it. The robot keeps taunting me by saying it looks like you've found a way down there and I *cough* have not *cough*. No wonder the robots have taken over lol.
Sorry, I should have added some pointers to guide you better, it's a bit confusing right now. When you get to the "main" room you see an opening to the outside, so the robot says "There used to be a corridor there. Well, I guess you found a way down", meaning that you can go out of that door into some platforms that will lead you to the lower decks.
Later on the robot will ask you to go out, he means to go to the main door, which is the big circular red door near the spawn area. I should have written "Main Door" on top, or something like that.
Definitely navigation is a bit confusing at the moment, I'm sorry for that. I'll improve it once the rating period is over.
All good mate, I'll give it another try. :)
Hey, I left a comment on your itch io page a while ago but came back to rate you and comment on the submission itself. Awesome job, excited to see more. Love your voice acting dude
Thanks a lot man! I figured out that I had a giant resource hog in the main menu, which is halving the fps. I'm basically rendering 4 extra scenes on top of the panoramic view... so no wonder it performs worse than the actual game :D. I checked your game, and I loved it, the level structure and the sound design are really good!
I see, optimization can be a pain for sure! And thanks for checking out my game :D I'd appreciate if you left a comment and rating too on the submission page ahaha im tacky like that xD
Oh, I see, I rated it and I left a comment on the itch.io page, but not on the submission page. I copied it there now, I will be commenting on the submission page from now on Thanks for the heads up and sorry for the confusion!
Oh no problem at all. Are you still gonna keep updating your game? And if I may ask, how did you record your ingame voice?
Yes, I will not create new levels, but I want to polish this a bit more so it is more intuitive, with better performance, and cleaner code as well. I will not change anything while the rating period is ongoing, but afterwards I don't know if I can update this very same project or I should create a new one, I will ask the organizers.
About the sound, I just used a microphone and good old audacity :D. I was first writing the messages, then recording in audacity, checking the length, adjusting the message duration... A very manual process, as you can see.Most lines took me one or two tries, few took more than that, and I still ended up spending around 4 hours in the recording.
By the way, I also did many of the sound effects with my voice. Those ones still make me chuckle every time I hear them :D.
Great work with your submission! The graphical fidelity is astounding in this one. I also liked the world's premise for your game where AI use humans as these expendable tools. It's pretty interesting and completely flips the script on many AI stories.
Thanks! Hehehe, graphical fidelity is one of the advantages of Unreal :D, I'm happy you liked it. I had a bit of fun having a bunch of dead clones around the level while testing (had a key to trigger death on command).
Keeping the dead clones persistent was a good touch. It helped convey the story better. At first I thought I was the one that was the AI but when he mentioned needing an organic hand I was like, "Wait...what?" And then later on with the bomb I actually was able to move the ragdoll enough to see that, sure enough, I was a human. Good work once again, man!
Impressive entry :)
Thanks a lot, for the comment and for organizing this jam. I have learned so much!