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Mirrorfear's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Achievmant | #2 | 3.674 | 4.500 |
Bonus Points | #3 | 2.449 | 3.000 |
Polish | #5 | 3.266 | 4.000 |
Entertainment | #9 | 2.041 | 2.500 |
Overall | #9 | 2.449 | 3.000 |
Creativity | #10 | 1.633 | 2.000 |
Theme | #10 | 1.633 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
One thing I liked:
* The game had good polish. It had great graphics with excellent animations and good music.
One thing that should have been improved:
* The difficulty of the gameplay. I was not able to escape from the first enemy in the game. It was too hard. I also thought that the lack of a replay button in the "Game Over!" screen was frustrating because I had to open the game in a new tab and exit out of the old tab. That was tedious.
Thanks for the feedback. We have been tweaking the enemy AI since our submission to actually improve its pathing and chasing down the player. We also plan to work on adding doors which the enemy can't phase through. We definitely plan to add a replay & quit button in a later build as well. Unfortunately most of our time spent with the GUI was simply creating the dialogue system and throwing the game over screen in last minute. We will definitely be tweaking that.
Sitting by the three of you, I know that there is a lot more going on in this project than meets the eye. For example, you have a custom navmesh system not using Unity's Navmesh nor A*. And also that dialogue system is completely custom. However, you probably only want to build 1 custom system in a 48 hour game jam, or else you won't have time to fix things when things blow up. I could have directed you to some really good Navmesh tutorials that probably would have made your life a lot easier. Oh well. You guys accomplished a lot for how little experience you had, and I can't wait to look at the code to see how you built some of those systems!
Bonus Points: