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Maze Recorder Training Program's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Setting, story, characters, and world | #9 | 3.632 | 3.867 |
Fun gameplay | #10 | 3.319 | 3.533 |
Blind-friendly and good use of audio | #15 | 3.569 | 3.800 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I really like the music and the voice sound effects.
My only complain will probably be the VHS / CRT monitor effect on the main screen, it can make the text difficult to read.
I enjoyed this. I do agree that the footsteps are too quiet, and on my second runthrough I couldn't seem to strafe at all, but I managed to find the teapot with 5 seconds to spare on my first runthrough. If this facility/agency comes back in a future project, I look forward to finding out what they might be planning...
This game is pretty neat conceptually, but mechanically it could use some work.
The theme is interesting, and I really like that you took the time to sprinkle bits of lore and humor into a relatively simple game!
The controls are logical and the tutorial does a decent job explaining how the game works.
The music is catchy too!
The footstep sounds are unfortunately too quiet, so it is difficult to listen for them to stop in order to know when one is bumping a wall, which wastes time.
The phrasing in the tutorial is somewhat confusing, likely just do to a slight language difference.
When turning, the voice should just say the direction once and not again unless that same compass point is reached, so that the player can stay facing that direction without constantly hearing the voice. The pitch change is cool though, so please do keep that in.
Sometimes the gaps are very small and easy to miss.
The music track does not actually loop seamlessly.
The game over sound is a bit too loud I think.
Over all a pretty wacky and edgy game, which is fun. I really hope you come back again next year, because you definitely spiced up the jam with this one! 😄
Yay! Thanks for your feedback! Definitely, it can be polished. I am pretty happy with it, as it is the 1st game I build with Godot 4 (2nd with Godot). Same as You, I think that the sound can be better balanced. I wanted to add some bump noises depending on the direction, which would help. Two more raycasters could have been added with different music tracks (pointing left and right), as if the overall music was being played by three different instruments, so the user could have got three different (but coordinated) sound inputs at once. Aaaanyway, thanks for giving it a chance!
Oooh! The different tracks idea would be awesome indeed!
Visually impressive 😮. Difficult for me to do it blindfolded but I am really bad by default to play games without looking to them. 😅
I played it with the visuals, and then tried again without looking at the screen and was amazed that I could do it!
Would be cool to have an in-game tutorial for the different sounds / effects, but I understand that's hard to fit in a jam.
Really loved the aesthetic, both in the sound and in the visuals, 10/10, this was an awesome game!
Love the ambience, sounds, & crazyness. Also love the visuals!
I'm always in for a good dive in "MAZE screensaver Windows 95" nostalgia!
A little feedback:
Blind, if think that you can't know about the timer. Also timers stress me a lot (my issue 😁).
You should use physical inputs to allow compatibility with non QWERTY keyboard.
This is an odd experience, I really liked the concept and the execution but I could not play it blindfolded. I can't imagine what the the real task will be, but I am ready! Or am I? Give it a shot!
It may need some fine tuning, that's true. What helps best is to listen to the tutorial prior to playing the game. There you have all the rules. However, it is a task for the player to develop gimmicks so he can get an idea of the surroundings as soon as possible. A strategy I discovered that works is to strafe left and right while listening to a coordinate, so you see "across" instead of "from you to the bottom". When walking diagonal, you can detect the depth of complex corridors by doing this and getting sudden pits of low volume. Because of how the maze has been implemented, you can also reach the teapot by following a wall seamlessly. It gets a few trials to complete, indeed, but I think it finally rewards insisting players.
I also felt it was easier after my first run and started to develop techniques, but it would need more tries to get better used to it. Nevertheless it is a fun game and I hope you did not interpreted the "odd" as negative, I did not intend that way, it was rather meant as out of the ordinary :) which is not a bad thing!
No offense taken! ;) It's just feedback. We all put a lot of effort and happiness into building this experiences.