Play Inkless
Inkless's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #3509 | 2.494 | 3.111 |
Overall | #3828 | 2.346 | 2.926 |
Creativity | #3865 | 2.405 | 3.000 |
Enjoyment | #3913 | 2.138 | 2.667 |
Ranked from 9 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?
It's about a rolling dice. You play as a dice, your movement is rolling.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I liked the graphics! The movement took some getting used to, but it was interesting. Well done!
Thank you. I agree the movement is an issue. Unfortunately, didn't come up a better solution during the Jam
it felt a little weird being locked to only one movement axis
Ye. I wasn't able to solve the gimbal lock and some rotation problem in UE4, so I broke up the movement and rotation into separate game mechanics
I enjoyed it. Nice work :)
A nice and common idea which was transformed by a different camera angle and world setting. I've so far only seen top-down versions and I particularly like the science experiment/grey box setting. I liked the idea, but I feel like some more iterations on the camera/controls would improve this game.
Having two different controls for forward/back got confusing with the camera rotation. I tried resetting the camera and it didn't help. This issue is especially apparent when two rotators are very close together. A small solution to this could be a floating arrow above the dice, which indicates the forward direction.
Due to the small spaces and tight corridors, the camera cuts in front of the environment alot. I do appreciate that a majority of the time, the texture changes to accommodate it. However, I feel like the wireframe texture remaining takes isn't enough and there were a few environments forgotten about.
Overall, I enjoyed playing and I liked the take on this puzzle idea. Keep it up! 😀
Thank you for your feedback. Because I had played the game so many times, I completely overlooked the potential of people getting lost because of the control change. Adding an arrow is an excellent suggestion! The implementation of the "Hiding Wall" was kinda rushed. The camera is a big challenge that requires more time to tune. In short term, I think I'll change the "hidden" material and increase the line trace range to cover more area.