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Reality Way's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #19 | 2.585 | 3.500 |
Audio | #26 | 1.846 | 2.500 |
Theme Implementation | #27 | 2.339 | 3.167 |
Overall | #29 | 1.949 | 2.639 |
Special Feature Implementation | #30 | 1.846 | 2.500 |
Fun Factor | #34 | 1.600 | 2.167 |
Gameplay | #35 | 1.477 | 2.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
They have all been implemented!
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Comments
Could not play it because of the controls (somewhat mirrored and backwards on QWERTY). I got stuck between the first enemy and the stairs, and couldn't move or shoot. Sound effects are nice though.
Hello! Thank you for this feedback. Indeed I am a French developer and therefore this involves AZERTY keyboard commands. On the other hand, changing the keys only affects movement because the reload and interaction key remains the same regardless of the keyboard. This is a concern that I also raised because I programmed the shoot in such a way that you find yourself glued to the front in a place that removes the target. I want to implement the melee attack, but I ran out of time. I had less than 48 hours to do it. Thank you for the sound, I tried to keep an identity and sound coherence to this one.
This was an interesting horror third-person shooter game that involves travelling through different timelines and realities to perform missions that require the main character to kill. The visuals of the game reminds me a little of the game, Portal, but the game is definitely unique where the game is focused on crossing realities, killing enemies and having an interesting storyline that really makes me curious about what is going to come next.
Good morning! As explained on the game page. thank you very much for your feedback. I can't believe you made a Youtube video haha you're the best +1 subscription and +1 like. You have very well identified the theme of the game and indeed the story-telling has a strong presence. It gives me great pleasure that you say these references because they were my two sources of inspiration for the development of this game. I fully share your opinion on this because the inventory system was planned if time had not not miss. I agree because being a French developer, I use an AZERTY keyboard. That's why I made the binding on a controller. That way it's easier to play.
Thank you very much again for this comment, it really motivated me and I wish you good luck also in your future projects. 馃槃