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UniJammers - GDTV2023's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #163 | 3.833 | 3.833 |
Aesthetics | #254 | 3.500 | 3.500 |
Mechanics | #320 | 3.083 | 3.083 |
Music | #409 | 2.750 | 2.750 |
Story | #448 | 2.083 | 2.083 |
Sound | #512 | 2.167 | 2.167 |
Fun | #544 | 2.500 | 2.500 |
Ranked from 12 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?
5
Did you use any existing assets? If so, list them below.
https://assetstore.unity.com/packages/3d/environments/low-poly-houses-pack-165882 and https://assetstore.unity.com/packages/2d/textures-materials/stylized-nature-textures-228680
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Comments
An interesting start. I would love to have seen what you would have produced if you didn't encounter the issues you experienced and had more time.
This is a really creative take on the theme. I really like the dual visuals and I think that this would be an amazing game if you decide you want to keep developing it.
Not much to leave feedback on, but i will do my best. I know it's hard to find a team for voluntary events like this one, and sometimes even if people want to participate, life has other plans. So don't be too harsh on yourselves, it's the attitude that carries on and makes you persevere. Not only you've learned something new this game jam, but you will apply these learnings in the future.
What you've done well: control system and pacing of the player character.
The screen separation when initiating the other world is done quite well, with the small map on the bottom right showing where your current location is.
What could have been done without a complete game:
Put gameplay instructions.
I am kind of pleased at other Jammert response to this we will try to bring more of the vision to the game in the next few months.
We have the systems made just not in this view.
I do like how you were working the inhabiting two spaces at the same time piece. That was done well. The ambiance of the of the sound and the switch to B&W also has a lot of potential. Nice that you guys learned a lot- and kept upbeat perspective like that. I do appreciate these GDTV jams for that.
Thanks The two views were going to be an essential part of the game balancing the light that you absorb against your spend so whenever you are n the dull your light gradually drains way but if you stay there too long then you dont have enough light to fight the enemies because attacks in the dull cost light etc. etc.
I can tell that the end result of this will be really cool, I love the dual-camera look, I can tell in its final state it's gonna be sweet. Well done, I hate to read that you had to do a ton of backtracking.
We were ambitious but I dont think I will ever want to settle for anything but ambition lol
I'm glad you got a lot out of the experience, look forward to what you come up with next time.
Thanks for the comment
Sensational game, mate! I've rated it. If possible, could you play my game and leave your rating?
It may be me, but I didn't get the point of the game. I understood that I can switch the camera with Q, and that I can shoot in FPS to those strange vortices, then what? Am I missing something?
I can see all the technical difficulties you faced, and I see the challenges of making this game! Nice done!
Hi Thanks there were a few problems as you can tell from the desription. The worst thing is the build before this one I had the NPCs in and the inventory weapon sytem but I messed github up (big learn right there) I didnt think anyone would be interested in such an incomplete game. But here goes You are a PolyDime a (poly dimensional) light warrior. Returning to your Abbey after visiting a light university to learn your new found skills. basically at the abbey you finsd out that some acolytes have been kidnapped by shades etc. etc.
So you can only fight shades and find their lair in the dull dimension. And you can only talk to NPC and collect items in the Bright (hence you cant see the same in both views.) the yellow bar is the light you have absorbed and the idea is you absorb light in the bright and spend it for light attacks in the dark and there are all sorts of plays and bslsnves between the two that never got added. Hope that explains it lol
Interesting idea with the swapping between two different views with their different moods!
I hope you had fun putting together this experience even though you didn't get to add all your ambitious goals :)
Thanks for your kind comments I have a lot of stuff that I can add from our teams work so I might add that in the next few weeks.
Interesting concept, I liked the ludo ambience and how stuff was hidden in the main camera that you had to find with the other
Thanks for taking a look the things missing from either scene was to be a central part of the game so in the first level to rescue the first acolyte you need to flip a switch in the Bright switch to the dull and go through the dark door and on the other side switch back to the bright to avoid the shade that pushes you back through the dark door
Interesting concept, I liked the ludo ambience and how stuff was hidden in the main camera that you had to find with the other
That was interesting, I love those houses! the music was cool but pressing Q just loaded a grey screen for me, I was loving the audio in each dimension though!
The houses are a free low poly asset from unity asset store going to the grey screen is supposed to be a first person view of the dark dimension with monsters to fight. Not sure why you didnt get that...
weird, it might be a Mac problem, I have run into a few games that didn't function as intended today, I will try a different browser tomorrow :)
Sorry to hear about your teammate situations. With what you did upload though there is definitely some cool things going on here. It would be nice to have seen a vertical slice. The camera thing is really cool, loved it. The inventory looks like you would be able to do some wonderful things. Well, glad you got to submit something, sad that it was not a full game because it looks like it would have been amazing.
Thanks It was my first Jam and I learned a lot of things.
1 The team: With it being my first jam I was keen to get a team together and I used previous submissions and chatting to try to get a good team. unfortunateely I felt that some interested people were optimistic about their abilities and others some others were naturally reticent. On UNiJammers next jam I will be more careful. The team members that were over optimistic took a lot of work on my part which I could have spent making 3d models or working on better combat.
2 The Plan The next thing I learned was not to plan as if the whole team is as committed as you are to the project. I have 3 people from my team that I would absolutely love to work wioth again but my next Jam I will plan something that if I had no team mates that I could just about finish alone as a base game. Then if your team is good you can focus on tweaks improvements and polish.
3 Do not put too much pressure on team members that you do not know are able. Although this is not exactly all my fault right at the start I announced to all members that I was new to this although been a project manager all of my working career. So please tell me if I am asking too much and let me know if you can handle more.
4 Big Issue LEARN GITHUB I have used github before but only to download a few games. In my career I always used MSPM for project management. In the last few hours of the jam I had created one level which had 3 NPC's (capsules) to talk to and 2 chests and 3 lockboxes to get items from. Plus as you hit the shade monsters they grew smaller until they were defeated. Due to my unfamiliarity with GH I lost this entire scene during pushing or pulling or commiting or reviewing or conflict resloving or just plain old inability to understand!
Finally Real life happens all the time with everyone but if you are jamming its suposed to be for fun... If you aint enjoying it then we are doing something wrong!
Regards to all Scarabian
Discord come check UniJammers
Hey mbalrog6! Thanks for taking a chance to check it out. Always good to see you around!
Cool idea guys. I could really see some interesting mechanics coming out of this dual perspective.
Thanks if you liked this you would have loved it with the Dialog system and ful linventory system working. And I planned for 5 levels each with some unique puzzles and challenges. I might come back and add some of those things after I have slept for about 7 months lol.