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Disappearing Act's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #13 | 3.444 | 3.444 |
Overall | #14 | 3.278 | 3.278 |
Presentation | #14 | 3.556 | 3.556 |
Enjoyment | #15 | 3.000 | 3.000 |
Use of the Limitation | #17 | 3.111 | 3.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Craig & Conner
Software used
Unity
Use of the limitation
Our villain makes objects vanish throughout the game.
Cookies eaten
8 Oreos
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Comments
(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)
haha, "Dastardly Disappearer" -> doubled initial Stan Lee-wise? ;)
Controls are layout-independent, great! :) (I have an AZERTY keyboard). AND arrow keys are enabled.
got stuck in the cases to the left right from the start, when pressing E! X)
Second try: pressing E makes the character moves towards the cases, opening animation for him, but then he gets back to his walking animation infinitely without moving! :o
Oh, no sound? Too bad!
Love the grey filter.
The polygonal character, his animation, and the static camera angles have me thinking of Edward Carnby from the very first "Alone in the Dark"! By the way, he is also a detective. :)
Goon-avoiding phase: it’s "Ocarina of Time"’s garden all over again! ;) By the way, lucky those guards are near-sighted!
Smoke appears when you are near the object, apparently; not obvious how to anticipate…
I think a key for running would have helped! (distances can be a bit long) Ah, here is an excellent example: lucky I had found the wrench before finding the grate, because otherwise, I would have had to double back and then come back!
Not always obvious whether you can go some direction or not (ie whether the camera will switch angles); maybe add a visual indication? Like the optional ones from "Final Fantasy VII".
Not entirely sure what the link between the smoke and disappearence is! The form says that objects disappear, but I have yet to see it. (Spoiler: A bit later: oh, seeing a ship vanish, I had not understood correctly: there is no link with the smoke! X) My bad. Smoke must have made me think of conjuror, and so I expected some connection!!)
Reaching a top-view phase, nice! :) I really like the effort in the variety of camera angles and the general scenery.
Spoiler: oh, a body! What happened? Does it trigger the ship’s disappearance?
Ah, found the baddy-in-chief! (And there IS another kind of smoke there, too, so I was not completely wrong! X))
"FIN." -> I am French, by the way. ;) I feel like this makes you think of silent films, which would be a good explanation as to why there is no sound.
I may have missed something, but I think I only saw one object disappearing in the entire game! :o Am I wrong? Spoiler: the ship. And the villain, but this is more of the final twist.
Playing once more to see what happens when you get caught! Aaaah, this allows me (right before getting seen, luckily!) to see the earliest sailing boat disappear! So, there ARE several things that do; maybe it is random? BUT do only "decorative" objects disappear, or also some that can be helpful to hide? Apart from the big ship that blocks the way, I am under the impression that no gameplay-related element can disappear, but I may be wrong.
Takeaway: artistically, I really liked the whole "Alone in the Dark" feel of the game! The hiding mechanic was nice; apparently, you nerfed the enemies enough so that the game be rather easy. (By the way, are there checkpoints if you get caught later on? Did not try so!) I also like the context with this conjuror, and the idea of having various things vanish is great, BUT it seems that the mechanic is (for the moment!) not much applied to the objects linked to the gameplay (I am thinking of hiding); which would have been great, I think! Definitely a good idea that needs to be given more way. There are also some ways to improve playability, but they are rather straightforward, I think (see above).
Lovely game, I wished for more! :)
The camera positioning gave me the feels of old style games. Cool game! I thought the object disappearing was a bug but then i saw how you implemented the limitation
The camera angles and “reverse halo” / blackening effect on the corners of the screen make it look like a real film. The models where very good, and the water in particular looked very realistic in black.
My only gripe is the walking speed: it is too slow, specially in large areas that there is nothing else to do but go to the other side.
At first i thought that the disappearing objects was a bug, as to me it looked like they where “popping out” and did not read the description of your use of the limitation, until the boss did the same. If you continue working on it, i probably would try to add an explanation in the narrative of why it happens.
Well done!
The animations and models look really nice! I like the atmosphere the camera angles create, it's pretty interesting. I wish there were at least a few sounds though. Good game!
The very great visual and animation!! Cool concept! But I caught a bug
The visuals were very nice, I liked the character animations and my teammate liked the models. The camera angles were very cool and creative, but they did make the game harder to play. Especially in that section with the storage container next to the concrete wall, it felt like you were supposed to go towards it because of the angle, even though you had to go the opposite direction. We didn't get much further in the game because once you pick up the wrench the player gets stuck and you can't move. The idea for the use of limitation sounded really cool, but because we could only get so far we didn't actually see it being used in the game. The player was also really hard to control due to both the speed and camera angles.
Thanks so much for the feedback! I've been bug chasing for a few hours since I uploaded late anyways, and converting the game to Unity's FixedUpdate appears to have fixed the player getting frozen. I would also agree about the controls relative to the camera being clunky, looking back I feel like point and click controls would work better here.
Of course, I hope it was helpful! I replayed the game and I think it's much better! I think the little puzzles to get through the place are pretty fun. I'm glad to hear you're still working on the game.