Play ONEIRO
ONEIRO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 3.931 | 3.931 |
Audio | #1 | 4.333 | 4.333 |
Visuals | #2 | 4.417 | 4.417 |
Gameplay | #3 | 3.750 | 3.750 |
Fun Factor | #4 | 3.667 | 3.667 |
Special Object Implementation | #10 | 3.750 | 3.750 |
Theme Implementation | #17 | 3.667 | 3.667 |
Ranked from 12 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?
Theme: You can see monsters only if you look "behind you"
Special Object: You use reflection from glasses to make monsters go away
Comments
Cons:
- Box collisions of the enemies in the first scene are too much hugeee and this so frustrating to be hit by an enemy when is like 2 meters distant from you it's uncomprehensive and feel so unfair
- The second level is too much boring an too much big i feel you artificialy make longer the time life of your game with this and i think it is bad beceaus there is no gameplay intention behind. I was searching really for long time for the last enemy (like 10 minuts) and i shutted down the game beceaus i had enough to not find it. But even when seraching the first enemies in this level i got quickly bored beceaus it takes long to get to one enemy to one another beceaus the enemies are too far away .and beceaus i only find we can run near the end of the second level (i saw afterwards that it was mentionned on the control page of the itchio page but i take as hobbit to not see it to see if the controls are explained in the game, where it is suposed to be for me beceaus player have not to see a web page to know the control in a finished commercial game)
- Even if the special object implementation was original and nicely integrated to the gameplay, i didn't find it for the theme implementation even if i guess it is trhew the enemis chasing you behind you but it's really not everytime and not in the core experience of the game. this feeling is clearly no present in the second level beceaus you have to found them and not the reverse
Pros :
- The pixel art and mostly VFX are really cool and make sense with the game experienc i liked it ! (nice water effect on the second level good job !)
- I pretty liked the audio atmosphere of the game, the SFX i found well choosed and the musics too ! but i found the music choice of the second level too much relaxing for a game experience where i thought you have a pressure of the enemies like i had in the 1st level. maybe it was intented to have so much music contrast betxeen the two levels, and it can be really goo to surprise and add variety to the game but with interesting pacing only beceause here the relaxing atmosphere in the second level was more than 60% of my gameplay and i though it deserts the game experience you wanted to share
- Even if i find big level mistakes, there was also great sides like visual guidance with decoration (in the second level), enemies and glasses collectibles ! I liked the fact that you followed the path and, even if you didnt find any enemies you got the glasses collectible (thank you it was not a dead end hard to reach with nothing) it is smart beceaus the player thinks he discovered on its own while in reality you leaded him there with the level design ! But maybe how this was made it was too much repetitive beceaus it had always the meme sequence : stone path that lead linearly to corrals dead end with glasses to collect. I t can be good to play with this to make expectation to the players an play with it but here it was too repetitive beceause there was no diversity (like other colelctible , other decoration or other way of leading the path)
- I was impressed by the introduction and the narrative design you wanted to implement in your game, and i think it worked pretty good on the overall game beceause it play on the surprise effect and the player wanna know more ! Even if i found some incoherences (like ok how your character understant to collect glasses to then kill the enemy wtfk it was a script facility to make understand the player how and why using the glasses and it works well on gameplay point of view but made some incoherence on the narrativei think)
- The attack sensation with the glasses works really well and give a good sensation of the of power to the player and the delay isn't a problem if you feel the power of it ! maybe for the second enemy it felt less powerfull and so it seems like more frustrating to repeat it multiples time as the enemies of the second level have way more health
Conclusion: A pretty good game with a real narrative intention that works, descent visual and music, and great VFX and SFX ! But it has real down side on gameplay that makes the game mixed between frustration and boredome, so a lot can be improved but there is interesting stuff for, like part of level design.
Even if i pointed bad things this does not mean you cannot proud of you, on the contrary i think you can be really happy with what you made and i know how hard is to mak and finish a game so really congralutations for what you have done :D
Thank you so much on a honest feedback I needed this, I got a lot of mixed feedbacks on second stage so I assumed that would be the problem.
p.s. all enemies ik the last level were in the top area (i tried to cue that with glass where are they but it's understandable), except the ones in the middle.
I assume a minimap or something like that would have been good
Again thank you for the honest and detailed review!
AMAZING AUDIO! that the first thing I noticed! music and sound design is very reminiscent of Celeste :D its a very cool idea and the gameplay is very fun! maybe the enemies could be closer together as i felt the pacing was just a tad slow and it would be very satisfying to be able to consistently hit multiple enemies with one glass! but for a jam game it is absolutely brilliant!
amazing game overall for such a short jam. very great visuals, great audio. Maybe the gameplay pacing a bit is too slow for my taste
wow, really impressive! Very cool game and everything in there. Especially the music on the underwater level, and I was struck by the dying text. In one word - Cool!
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