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Taking a Stroll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Features | #15 | 3.000 | 3.000 |
Creativity | #20 | 3.000 | 3.000 |
UI & UX | #21 | 2.333 | 2.333 |
Overall | #22 | 2.750 | 2.750 |
Gameplay | #23 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
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Nice idea, good job implementing the main gameplay mechanics. Please find here some suggestion to improve the mechanics.
1) Camera transitions. I think that the transition should have a fade in phase like it has the fade out phase.
If the transition is being carried out with a linear interpolation, one method could be that during the fade in phase the interpolation parameter is a fraction - increasing over time - of what it is at the moment (if this is the method used), because in the beginning of the transition the two values that are interpolated are very different one from another and therefore on each game loop the newly calculated value is very different from the previous value, resulting in a too fast movement, in the beginning of the transition.
2) Movement on platforms that are not aligned to the world axes. The direction of the movement should be projected on the surface on which the character is moving.
For example if you know the normal of that, you can project the camera forward vector on the plane's normal and then calculate the difference between the camera forward and its projection on the plane's normal
(let Fc be the camera forward and Fn its projection on the plane's normal, then the new vector will be Fp = Fc - Fn).
Then normalize this result (Fp) and multiply it by the speed.This was a nice initial premise, the Portal approach of picking one central mechanic around which to define your game is inevitably a good one. The experience itself was in some parts confusing (in fact there are two parts of the level that I still don't know how they are connected.)
It's good that you're more comfortable with Unity and how you might approach new mechanics but for developing this further I'd suggest have a few friends play it and make some notes about what's confusing about the design you have so far - this way you'll have a few ideas on what to avoid in later content also.
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Comments
That's the first game I found here with really clever, original idea and I like it a lot but that camera movement kind of ruins it :< It makes me feel sick and disoriented. With that fixed it would be a really cool little game.
My idea would be to put camera further back and make the movement less "floaty". That could be enough. Or not changing camera rotation at all and make player movement relative to the camera.
Thank you very much for the feedback! I am glad you enjoyed the concept behind the game.
Due to my inexperience, I made some bad decisions early on in regard to the movement and ended up paying for them later in the development.
I am looking to polish the game and add more content and I will be sure to keep your words in mind :D