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In The Wisp of Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #18 | 3.588 | 3.588 |
Gameplay | #19 | 2.941 | 2.941 |
Overall | #20 | 3.088 | 3.088 |
Innovation | #21 | 2.941 | 2.941 |
Overall | #22 | 3.059 | 3.059 |
Theme | #23 | 3.235 | 3.235 |
Sound | #29 | 2.765 | 2.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love the graphics of the game. It looks really cool!
The theme of the game suits the jam perfectly and stands out from other games I've played so far! Great job!
Thanks so much sebbsubb! I'm glad you liked the look of it. I went low poly cuz it was quick, but then it looked pretty nice so I kept it lol. I'm definitely gonna expand cuz I have so much to add to this game. This is more of a proof of concept in my eyes lol I just wanted to see if I could code that Superhot time style. Now I can add my own features to it!
I managed to play both versions, the jumping fix did help. I still found it quite difficult with how sensitive the mouse look was. Overall though great looking game, loved the aesthetic.
Thanks seasonalstout! I appreciate the great feedback. I can definitely look into reducing the mouse sensitivity!
As mentioned by others, jumping was an issue but I managed to complete it by stacking the lanterns and using those to make the jumps. Apart from the jump issues, nice game :)
Thank you for the feedback! I think I have fixed the jumping issue in the latest version I uploaded. No pressure here, but if you do have time please check the updated build and let me know if the jumping is better. Thanks :) And kudos to finding an alternate way to make the jumps lol. I am so sorry the jumping was so bad!
Sorry to beat a dead horse, but I couldn't progress because of the jump. I was able to get through until the area with the green light and I just couldn't jump high enough to make the platform.
Thank you for the feedback! I think I have fixed the jumping issue in the latest version I uploaded. No pressure here, but if you do have time please check the updated build and let me know if the jumping is better. Thanks :) So sorry about the jumping!
I gave it another spin. It was much easier to enjoy on the second go around. The jump is a bit floaty as is, but it works fine. Also, as was mentioned by someone else, the mouse look is a little crazy. It kinda feels like you have mouse acceleration on, which never quite feels right. Good stuff overall.
Thanks again for the great feedback! I have updated the mouse sensitivity by reducing it slightly :)
Yeah, it seems the jumps are also the stopping point for myself. Jumps are extremely shallow whether I'm moving or standing still.
A suggestion: Are you maybe calculating jump or velocity per frame? If so, its possible that frame-rates play a part. You can generally remedy this sort of thing by including the time delta in your physics.
Thanks for the feedback and suggestion RevelationGT! I'm sorry the jumping is an issue for a number of players. I will remedy this soon. Currently, I am implementing the jumping by AddForce to the rigidbody and multiplying the Y axis force by Time.unscaledDeltaTime. I have to use unscaledDeltaTime because Time.DeltaTime in Unity is affected by the TimeScale of the game (which I use to stop time when the player stops moving). Whereas Time.unscaledDeltaTime is not dependant on the games TimeScale. Either way I appreciate all the feedback and I am currently looking into fixing it! I am not sure if I can re-upload a fixed version of the game as a submission lol, so I will wait until the voting periods ends to upload a fixed version!
I think I have fixed the jumping issue in the latest version I uploaded. No pressure here, but if you do have time please check the updated build and let me know if the jumping is better. Thanks :) So sorry it was a stopping issue for you!
The game is fun. It looks awesome too. However the jumping mechanics seems doesn't work properly. It's really really hard to jump to the green and white platforms (red and blue works fine for me). I don't think the game even need that "platformer" part, since the core mechanics is a first person shooter and it doesn't give any additional fun to gameplay actually. Still a great game tho :)
Thanks petrus lucardi! You make a great point. I originally planned on making the world larger, with more islands where the player would have to jump across to. But due to time constraints I didn't get to that, sorry. You are right, the jumping adds no additional fun to the game in it's current state. I will however work on perfecting the jumping mechanic, as I expand the game in the future! Thank you for your feedback :)
I think I have fixed the jumping issue in the latest version I uploaded. No pressure here, but if you do have time please check the updated build and let me know if the jumping is better. Thanks :) And I am sorry about the jumping being an issue before!
Thanks HDugmag! I'm glad you had fun :) I had a couple more mechanics coded in to make it more interesting, but didn't have the time to flesh them out fully, so I removed them lol. I intend on continuing development on it, incorporating those removed features and expanding the world and story in the future!
I enjoyed the graphics :)
Thank you Gerigames! :)
Unfortunately i wasnt able to play because the jumping didnt work for me when i jumped i barely jumped at all so i wasnt able to get out of the tutorial area. Looks like a nice game tough.
Oh no! I am sorry to hear that! I played through it a few times, but didn't encounter that bug. I'll take a look at the build. I did reduce the jump height when you're standing still. Did you try walking towards the pillar and jumping at the same time? Because the jump height is doubled if you jump while walking.
Either way I am sorry. I'll have to fix that in an updated release build. Thank you for your feedback Arvid!
I think I have fixed the jumping issue in the latest version I uploaded. No pressure here, but if you do have time please check the updated build and let me know if the jumping is better. Thanks :) So sorry for the inconvenience!