I enjoyed playing the game and the only problem I encountered was the computer also having a 4 digit password I thought that was safe's and tried it there but maybe you wanted it to happen so overall enjoyable game.
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Loot The Room's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #5 | 3.273 | 3.273 |
Fun | #8 | 2.455 | 2.455 |
Gameplay | #9 | 2.545 | 2.545 |
Overall | #11 | 2.568 | 2.568 |
Innovation | #13 | 2.000 | 2.000 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username(s)
CodingNiclas#6651
Comments
Nice game, the only 2 things that bugged me was that the mouse is not locked (you can do is with 'Cursor.lockState') and the darkness in the start makes it hard to know my orientation..
For the orientation at the start maybe a short delay before you can move would have helped a bit (but it would probably still be hard to know how you are orientated...). The mouse thing is a bit weird because I actually used 'Cursor.lockedState'. But because I had to often lock and unlock there could be a bug. Maybe it also has something to do with WebGL (if you played that version). I think that you have to click on the game every time to actually activate the locked state).
But thanks for sharing your feedback :)
Work a little bit on character and camera, the rest is good. Also a good back story make this genre more charming
Thanks for sharing your thoughts.
I also thought about some monologue at the beginning of the game to introduce back story.
The reason why I did no monologue is simply because I never did something like this before. I was afraid that it might have taken too long to finish it on time.
But did you even mean something like that? If not: do you have further ideas how I could add back story in a game like this?
Oh and yes you're right camera and character are pretty basic and a bit unsmooth.
Thanks for the feedback. It's the first time I made a game like this and in a future game I think I would change this completly by having the "interaction signal" based on the player (Screen Space) instead of on the object (World Space).
That probaply is also way easier to implement (It would only need one element).
I noticed that this is also what most other games with FPS camera do.
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