Play game
How Futile...'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio & Sound Design | #9 | 2.263 | 3.200 |
Cinematography | #10 | 1.980 | 2.800 |
Overall | #11 | 1.874 | 2.650 |
Visuals & Art Direction | #12 | 1.838 | 2.600 |
Storytelling & Theme | #12 | 1.414 | 2.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Unity
How does your game fit the theme?
Ticking clock before meteor strikes the battlefield
Story / Context
Two enemy parties are fighting but they dont realize a meteor will destroy them all anyways
Proof of Real-Time Rendering
Able to move camera at ticking clock scenes
Leave a comment
Log in with itch.io to leave a comment.
Comments
Fortunately, my powerful desktop was able to handle the cutscene well😉 , despite it being quite heavy in terms of download and performance.
The voice acting definitely stood out in a positive way, and the visuals & animations in the scene looked great too. The camera work was well done, with different shots and a bit of movement to keep it dynamic. I think I understood the story, but it could have been brought out a bit more clearly, especially regarding the clock and its influence on the narrative.
I understand that you used free models, but as someone else mentioned, one of them did stand out 😅 and seemed to fit less in the scene. But it was not a problem.
Overall, a good cutscene entry and well done!
My machine really can't handle such heavy stuff haha. Could you provide an alternative version in MP4?
Could you upload a MP4 of this? My toaster does not want to play that.... ;_;
Really well done and you even had some cool voice acting. I think this is the first submission I played that used it. My one suggestion would be to look into some additional optimizing because my GPU had a hard time with this one.
It runs for 200+ fps for me for the most part so i didnt think this would be an issue, but thanks for letting me know!
Random update to my original comment. I did some Googling into fps and found out most standard screens can only display a max of 60, 120 or 144fps and over 200 only works on really high fps gaming screens. I don't know if there is a setting to change fps in your engine, but it might be worth looking into. Another nice feature might be if the menu has a settings option so that the player can increase or decrease the visual quality of the game based on what their computer can handle. Kinda like old Flash games did sometimes.
https://www.logicalincrements.com/articles/framerate
First things first. Something I always tell Unity devs, who don't make web builds. Make web builds. More people will play your game (or in this case cutscene).
Now, about the cutscene. Nice to see some proper unity camera usage! And animations! Better yet- voice acting!
Two things confused me though. First- one of the guys was a cop? There's sorcerer, knight, a dragon, some undead creature, and a cop. Why a cop? I couldn't tell :)
The other one is- I didn't feel the connection between the clock and the action. I mean- I got the characters, I saw what they wanted to do, but I didn't know what was the significance of the clock.
thanks for the feedback! i wouldve made this a webgl submission but it wouldve run really poorly 😅also the cop is just a random model i found 😅