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Project Utgardr's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #11 | 4.313 | 4.313 |
Theme | #59 | 3.313 | 3.313 |
Audio | #81 | 2.750 | 2.750 |
Overall | #86 | 2.875 | 2.875 |
Fun | #93 | 2.750 | 2.750 |
Juice | #110 | 2.375 | 2.375 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A very nice game graphics wise, was really surprised by the realistic graphics. I have to second the comments on reducing the camera shake/movement as I also got nauseus trying to climb pillars. I think the gameplay is pretty fun but the stone towers need to be larger to allow for easier access. I either missed one completely or fell off trying to back up and jump to another pillar. Really cool game though and looking forward to it being updated in the future.
Hey Robakh, thanks for playing with it ^^ Ok, the camera shaking thing seems to be pretty popular now ahah
Speaking about pillars, the thing is that if press W to go ahead the character does not stop immediately. So this means that you need to work with A S D on pillars or get Crouched with CTRL. And stop pressing W when you Climb them.
Anyway this is only mine explanation, thanks for the feedbacks :)
nice looking game, I would work on perhaps storage management because it is a very large file for install.
Yes that is true Harux. Reducing file size surely will be done when there will be the final 3d models, textures and so on.
Anyway, thanks for the feedbacks ^^
Ambitious game jam game!-really awesome models and textures -very atmospheric! -great job!!
Thanks Chase for playing and for the comment ^^
Really beautiful game, but yeah I agree with everybody (I think), the game is really big for a Jam. Maybe, if you take some things that are not useful to the gameplay, it could help. Aside from that great game !
Thanks Warp for playing and for the feedback. Ye, probably something could be delete to lower the file size.
I'm glad you liked it ^^
A really great-looking game. I enjoyed the graphics a lot but 2gbs took me half an hour to download with my slow-ass internet. It feels amazing to get past an obstacle and although the penalty wasn't anything very frustrating I was still terrified when I was standing on one of those tall stone pillars so great job on that. The camera is very shaky and makes me pretty nauseous, I wish it was more still and less motion blur as well. The platforming is really fun but the camera just didn't make me feel that good. The audio could definitely be better, the walking sound on stone is good enough but no music and the rocks falling sound was pretty repetitive.
It's still a very ambitious submission, I really enjoyed my time and if you can just fix the camera and add more audio in I think it'd be an amazing 3D platformer
Nice feedbacks, thanks. Yes, camera and audio need to be improved. Less shakings and motion sickness as most people wrote.
Again thanks for playing with it, the idea is to finish this project in few months to publish here and on steam ^^
Bold project for a jam.
I found the game very confusing. Walking, around map was a hit or miss for me. Couldn't jump from one rock to another. Texts on the screen could last a bit longer.
Great prototype tho, coul be something really fun in the future!
Thanks, i tried. Surely i will focus on movements, camera and climbing things since it seems sometimes they are bugged :)
I found it pretty confusing and am not prone to motion sickness but this did it. Really wish there was an FOV slider. It was also confusing about where to go and any spot jumping between spires seemed absurdly difficult - one i was able to bypass by climbing on the other side, but once I got stuck at the pillars in open space I tried a bunch and gave up. They seem to be spaced just far enough to make it too difficult. I like the idea of this though and think a version with some improvements would be cool. Also agree that 2gb is a lot for a gamejam game.
Thanks for the feedbacks. About motion sickness, idk what to say. I do not receive this effect, but it can be investigated. Yes, probably some jumps could be some hard to do. For the file size, i've tried to compress as much as i could, but the quality of the models are quite high and so expensive in size.
By the way thanks again for trying it ^^
The motion blur made me feel a little ill, which is something that doesn't really happen to me often; I'd recommend turning it down quite a bit. The camera also moves too much as you move around, which I found to be disorienting. The movement mechanics themselves are pretty cool, so I'd like to see where you go with this project!
As a side note, 2 gigabytes is pretty massive for a game jam like this.
Thanks for trying and for the feedbacks. Mmm ok, i have to check out the camera. Maybe i played too much and im not disoriented like you ^^
I know about the file size... i tried to compress but i wanted to use quite high quality models, so this happened and i focused mostly on level design/scripting/vfx :)
This game is too big for a Jam. If you want more people to play it, try to optimize it. My GPU starts too work so loud that it's scary to play( I think it would be fair, if I won't rate your game as I can't play it properly. I'm so sorry
Hey, mmmm have you tried with the Low Settings? When the game stars press Esc and go to Settings. Then you can select the Low button and probably it will work then. As i already wrote in other comments, i focused mostly to create a cool ambient using so high quality models even if i tried compressing them after.
If you want to try this procedure to lower the gpu/cpu usage, let me know if it is useful ^^
Ok, I've played it. First of all, you are a brave man for doing 3D game for Jam! It's much harder to do without any issues. Love the mechanic of acceleration and parkour) Improve climbing and camera, and it would have much better game flow
Thanks. Mostly i started with some things from a previous project. I had just to recreate some scripts like the movements and few others.
Surely camera and climbings need to be fixed ^^
Oh damn, this game is big for a jam-game. But it was enjoyable. However there were some issues, like the Linux version you've uploaded is for Arm-based systems and not for x86 so that was a no go.
The windows version I tried had visual issues and the game was completely dark and nothing like the screenshots. The game itself was playable and the gameplay is enjoyable, however I got stuck a few times and had to restart.
Great game, but needs more polish, especially after exporting.
Hello and thanks for trying it svenar ^^ As i already wrote in other comments, i focused mostly to create a cool ambient using high quality models even if i tried compressing them after.
About the Linux version, this is nice to know. Maybe i can upload the Linux32 version that should work even on x86. Thanks for saying this.
About the windows version, probably the dark ambient is caused by your pc that does not support the Quality Settings. Have you tried to lower them to Low? Inside the game press Esc and the go to Settings if you want to try it out.
Anyway thanks again for playing with and for all the info you gave :)
The fact the the game is so dark (see picture) might have to do with an issue with wine. I'm running the windows version on linux. The darkness stays with every quality option (low, med & high).
I had to play on low anyways since my GPU can barely keep up anyways :P
oooh, ok. Problem is this so. You should use windows or a linux with amd to get lights on... strange.
As soon as possible will try to build a linux 32 version ^^
Honestly, it's a good concept with all the movement mechanics you have but I have a couple of critiques. I got to the platforming area with a buncha rock spires after crossing the second bolder that fell and then got stuck in a rock before I could finish lol.
Firstly, holy shit it's 2 gigs, that is WAY too big for a game jam, and it used a lot of my computer's memory in the process too. Not sure what you're doing but you really need to figure out how to optimize your game a bit better going forwards, especially if you want to make a bigger game.
The movement was a bit buggy. Like I said before, I got stuck in a rock while trying to climb it. The climbing mechanic is by far the buggiest, at least visually, and you should probably go back to workshopping that. The level design also is way too difficult, especially with the precision of jumps you're asking of players. One or two like that at the end would be fine, but I seriously spent a minute or two just trying to clear the tutorial rocks. I will say though that I did enjoy the bolder falling sections, both in getting them to fall and then figuring out how to get on top of them once they did. The sliding mechanics also were nice, if not underutilized, and I couldn't figure out how to toggle sprinting (or maybe I just tricked myself into thinking there was sprinting? not sure)
Love the environmental design though, it felt natural and game-y all at once, and I think if you spend more time focusing on these mechanics to refine them then you could get something good.
Hello Adrienntindall and really thanks for yours deep feedbacks.
I think i got what rock are you talking about...
Anyway i tried to compress as much as i could the game size, but the 3d models and textures are pretty of high quality and i did not want to lower it. Even the level design part ended really near the jam deadline.
You mean for buggy climbing mechanic when you climb the entire wall at the end? Or just when you climb the rocks?
By the way is the Shift key that toggles the Sprint ^^ Absolutely i would focus on movements mechanics on the next period :)
Don't worry about how high quality the 3d models and textures are, often times there is definitely room to cut down on the sizes without it looking bad. For reference, something like Mario Odyssey has extremely high quality models and textures, but the game is only 5-6 gigs in size despite being many many hours longer than what you made. A lot of that you have to learn about still, of course, but do try to be mindful of how much strain you're putting on a player's computer.
The camera would jitter while climbing and it wouldn't always put me on the rock I was climbing on, so I would fall down after the animation played (that's exactly how I got stuck in a rock, actually)
Ah! That makes sense, I was pressing it but it didn't feel like it was making me sprint for whatever reason. Might just be a gamefeel thing rather than a mechanical thing at that point.
Perfect, i would think about these things you wrote. Especially for the camera and movements as i already said.
Thanks for trying it again Adrien, and if you would there are some secret plants and spot to explore in the game (Vrylroots) ^^
Very interesting visual experience! Looks and plays great for a jam game, although I almost got stuck a couple times. 😅
Thanks for the comment. Did you save Sara at the end? ^^
Hey! No, unfortunately I did not 🙁
Mmmm, it was too hard or something not understood on how to proceed?
That was something I was meaning to write - perhaps some contextual colors would have helped like, for how instance the new Doom does it - either there’s a green lamp, a torch with a green flame or either way - something green to point the player to the right direction. For instance, one time I went to, what I thought, was the right direction, but I climbed up to the map edge.
Or maybe my mechanics sucked in the way that I perhaps couldn’t jump gaps which I was supposed to jump 😅
But, either way, committingto a 1st person parkour game is admirable on it’s own, that’s not an easy thing to do, I’d say!
Perfect... all things important to know. Thanks, i will update this project also thanks to this things ^^
great! i’ll drop a follow, and perhaps, will give it another shot if there’s an update!
Thanks again ^^