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Out of Sight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #505 | 3.808 | 3.808 |
Overall | #1636 | 3.077 | 3.077 |
Fun | #1910 | 2.846 | 2.846 |
Presentation | #2668 | 2.769 | 2.769 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You control everything inside your vision. Everything outside is out of control.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
I couldn´t interact with the objects. X did not do much. I probably did not understand how to play it and the objective of the game.
"X" switches boxes that are in your vision on and off (green and red, respectively). They move every 3 turns outside of your vision in the direction of the arrow. I wrote "objects" in the tutorial because I didn't know if I was going to add more interactive elements, but I didn't have time.
You probably didn't get it because I didn't add any animations or sounds that would make it clear they're moving. I'll make the tutorial better next time so that more people can understand the game. Thanks for the feedback!
Things I liked:
You came up with a very clever concept, and for the most part your level design supports it. Once I got used to the controls, I quickly started to see the complex consequences of your simple premise, and I really liked the puzzles you made out of it. You did a good job of choosing side elements (blocks and darts) that augment your main mechanic, and because of that you got a lot of milage out of comparatively simple building blocks.
Potential areas for improvement:
Have you ever played Myst? Even though it's a completely different game, for me it shares the biggest drawback to your game; it's really hard to tell where you're going without animation. Because you didn't have time to create sfx or major landmarks within the dungeons, it was often very hard to tell in which direction or how far I was going. Otherwise, there isn't much wrong here, aside from the small scope and lack of polish that's expected in the average game jam game.
Overall:
I'm very surprised that this is, as far as I can tell, your first game jam game. All things considered, the only real flaws here will be easily countered in the future by experience and practice. Given the creativity of your first outing, I sincerely hope you will continue this in the future, as I think you have a good shot at winning in the next couple of years.
Wow, thanks a lot for the feedback. I really tried when designing the first few levels but you could probably notice I was running out of time. I wish I added animation and sounds but I admit they are my weak points, and even without implementing them, I barely managed to reach the deadline.
That being said, your comment was really nice and I appreciate you going in-depth with your review. I'm surprised that you're surprised that this is my first jam. I'll try to create something more impressive next time! (And btw, I haven't played Myst)
Really interesting concept with potential. There really needs to be an indication as to how things have moved and some way for the player to more easily remember the layout of the level.
I really like the concept here, and this good old school vibe <3 Out of Sight could use some more feedbacks tho, but it has been said before :)
Good job!
I like the concept of the blocks moving outside your vision. I would like it if there was an indication of some sort that the blocks have moved. Great work on the game :)
Thanks for the feedback! I agree, the movement in the game is quite confusing. I was planning to add sounds and animation but I unfortunately ran out of time. Glad you still enjoyed it though.