this is really nicely done, i love the dithering effect and how it's used to indicate health. excellent work! I'd like to see more!
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Somnium's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #3 | 3.929 | 3.929 |
Art | #4 | 4.357 | 4.357 |
Overall | #5 | 3.929 | 3.929 |
Respect of the theme | #12 | 3.786 | 3.786 |
Sounds | #13 | 3.643 | 3.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
No
Software used
Unity, Magica Voxel, Blender
Cookies eaten
32
Comments
there were a lot of creative physics things going on here. I especially love how the verticality of stairs matter more here than usual in games of similar mechanics & perspectives. Very fun! I'll keep my eye out for updates :D
I think the light/shadow effect is really amazing! I was really curious how anyone would make a 3d game with the 3 colors limitation, and I think you nailed it. It's fun to play and it looks really cool. Great job!
Love the graphics. Not really sure what to do in the game, and no immediate feedback of getting hit.
I want to make an update in the near future which focuses on ironing out bugs and making the game mechanics more appealing. Were you confused about the current main goal of the game (reaching the portal) or due to the lack of instructions on movement/actions at the beginning?
The health indicator (vision radius) is changing very subtle at the beginning, but more obvious when the player's health has dropped below 50%. Information like this will be included and explained in the next update through an instruction screen on startup.
I like this, and really think it is a great achievement given the 72-hour time constraint.
The lighting / material shader effect is cool, and its utility as a damage indicator helps give the game a dream-like quality, as did the bouncing bullets and the choice of color. The sounds fit the game well, too.
My (small) suggestions would be that instructions might be helpful at the start, and that a damage indicator for enemies might be useful: I had difficulty figuring out how close to death the enemies were.
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