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Reflected's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #32 | 2.191 | 3.000 |
Music / Sound Design | #33 | 1.461 | 2.000 |
Fun | #34 | 1.552 | 2.125 |
Overall | #36 | 1.734 | 2.375 |
Graphics | #37 | 1.734 | 2.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The concept of the game is fun. I agree with other comments that there should be a gentler introduction with very easy levels.
The graphics are way too much! It doesn't make much sense that a minimalist cube game would melt my computer down. I was getting insane input lag, single-digit framerates, and the motion blur turned everything into a puke fest. It might run well on my desktop computer, this laptop is a bit older, but I have a dedicated GPU and yet it ran like I was trying to run Destiny on Ultra. Is this just default Unreal graphics profile or did you crank it up?
I let the default one. Didn't look into the settings.
If you decide to expand upon this game, can you add a way to return to the normal world? Maybe a teleport?
It would make the game a lot less tedious. Right now, I didn't even bother trying to complete the 2nd puzzle because I know it would be infuriating to mess something up and have to start over. Especially with how slow the movement is.
Will do that. I am already working on the subsequent updates for the game.
I didn't find time to add more levels - like 3 to 4 easier levels and gradually increasing the difficulty.
Can you tell how you felt about the first level?
A bit confused and overwhelmed at first, not knowing what to do. The difficulty curve is too steep, you need to design a few simpler first levels.
Would you want to teleport to the start location or the location above the current player location?
Good question. I guess above current player location would be less tedious
Very great concept to me ! I like the simplistic feel that reminds a lot of portal, with interruptors abit the same, I think it fits with the concept.
Maybe a few things :
- it's weird for second level having sounds of machinery without having any machine, it feels a bit wrong. Maybe it was a bit too dead without, but maybe just wind sounds or something could have done the trick (or a super simplistic synth track with few chords changing every 20 seconds)
- It's a bit annoying clicking on a switch, then having to turn immediatly your head upside to quickly see which platform moved and where. Maybe the switches could be higher, so that you lift your head to switch them, then you can see the platforms moving ?
- I have a not very bright monitor, and some parts were maybe a bit too much in the darkness. I don't mind the sunset, but it made the second level very dark for me
- I know it's made in a week, but maybe the jump in difficulty (not very difficult, but rather the time to finish a puzzle) grows a bit too fast, I would not mind 4 levels, smaller, to give you more dopamine each time you finish a level, and want you to keep going =)
But the concept is, again, really cool, could totally become a nice game I think !
Hi NiIsK. Thank you for playing my game. I do understand that there are few glitches here and there. But you know what? I am going to continue the development and make the game mainstream. You can follow me to keep up with the updates. If you are a long term supporter, you will receive some perks too.
Now coming to the issues,
- The actual assets will be industrial assets with cranes, building constructions etc. so i thought of depicting that with the audio. Didn't get time to add the final assets. In fact, the blue things will be replaced by crates lifted and rotated by cranes. That sounded cool for me.
- Will work on the UX part.
- That is terrible mistake from my side. Should have worked on the light settings. I liked the evening time.
- Yes. Thought of having few levels. but had to crumble them into a single one. I understand the dopamine hit and flow state.
I will release a gameplay video after fixing these things.