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Project Luna's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Progress | #7 | 4.082 | 5.000 |
Graphics | #15 | 4.082 | 5.000 |
Innovation | #16 | 3.674 | 4.500 |
Polish | #17 | 3.674 | 4.500 |
Overall | #17 | 3.742 | 4.583 |
Audio | #18 | 3.674 | 4.500 |
Fun | #25 | 3.266 | 4.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
(Optional) Changes made to your project since the start of the jam
- Removed all code from Level Blueprint.
- Implemented key/lock components that allow me to build missions without writing any code (allows for really quick iteration).
- Addded unlock events that let me scripts story moments with very little friction.
- Built a Light_Manager to control all the lights in the level from the unlock events.
- Created Fact integers, this allows me to keep count of anything that the player does.
- Added feedback for when the power is restored to the building.
- Solved camera clipping.
- Changed HUD to make the dialogue more easily readable.
- Fixed dialogue system bug.
- Fixed issues with the wires task.
- Reworked dialogue controls.
- Got rid of blockout and replaced with proper static meshes.
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Comments
It's awesome to see the progress you've made on this! I think pretty much all my previous feedback has been addressed, it really feels a lot more polished now! :D
I think my only new comment was the game just quit once I had finished in the terminal room - I assume that was the ending and it didn't just crash, but it would be good if you could have had an ending screen there (I guess time constraints may not have allowed for it). Also it was a little annoying that the AI kept interrupting me as I was using the console, I wonder if you could have it so it only interrupts as you type the commands into the console? And maybe if you leave the room early or something.
Thanks a lot for the feedback from before the jam and now! I thought making the game quit at the end would leave you in suspense as it happens right on the climax. Now looking back on it, people might also think that the game simply crashed. When I implement a main menu, I guess taking the player back to it would be the best choice there. With the AI it was the only way I found to guide you through the process with the tools that I have as of now, but with time you should be a lot less hand-holdy and work as you mentioned.
Looks interesting. If there were either a Web or a Linux version I could even play it...