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(1 edit)

I really loved the idea and how many concepts you packed into a single game. Even though the graphics were simple, you can easily improve them and release the game (or use some scaling because in <1080p the some outlines are missing).

Regarding the instructions, the time should not be running out during reading them, so some longer-tutorial phase would be welcome.

Thanks! About the tutorial, time starts running as you approach the first clocks. Didn't  want to keep it off for longer so the player understands the mechanic as it will work in the game, but maybe starting the clock when getting the first one or when pressing q might be a good idea. We'll keep it in mind.

And about the resolution, that is kinda weird. The game is indeed built to scale in a 16*9 aspect ratio, plus my screen isn't at all 1080p and the game is fully visible. So not sure what the problem is, you also are the first one to say anything on the topic. If you could add a screenshot that would help a lot. Thanks for the comment!

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Size on the page:


Fullscreen:

Ohhh I see what you mean now. Those aren't actually the outlines of the sprites, but a weird glitchy behaviour unity has with tilesets. We changed the material of the tiles so that it had pixel snap on and we disabled antialiasing, and now it doesn't happen... some of the times. Don't really now why it happens, but we'll work on it once the jam is over. Thank you so much!

Also some documentation in case you're interested :)

https://charliejwalter.net/spritesheet-bleed/

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I mean, I know about tile tearing but it's not a big deal, the outlines of the sprites seem to be lost (look at the character or at the pause icon). I'm not a Unity user but there might be some setting to enable bilinear scaling (ironically, I have the opposite issue with OpenFL where I wanted nearest scaling to keep pixelation and it was fixed on some linear/cubic😅)