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(+4)

Congratulations on completing the game jam!

So I think there was an issue with the build uploaded for submission, I had no audio except for the ambient cityscape :( I watched the video provided and the audio was really well done too! Pairing the dice rotational speed with the thwipping noise was a great touch and the chill vibes from the soundtrack fit the atmosphere of the environment.

The movement of the cube was a little frustrating, especially when the goals were so loosely defined I ended up wanting to wander places but without the fine control to actually get where I desired. I think this was mainly the case due to the cube collider rather than the effects the color enacted on the player. Often it is simpler to switch out the physics model with a simpler one that is more predictable like a sphere, then take the positional data and apply it to the cube while allowing physics to drive the rotation. It would (hopefully) result in more player-accurate bounces and trajectories. 

Cute environment work, although I wish I could have gone into the casino! The color values matched up nicely for a playful atmosphere although there was a missed opportunity to tie the color of the apartment stacks with the die attribute mode required to complete its gameplay. So the pink houses would have a slidey platforming challenge, then the blue houses a bouncy challenge, etc.

Great work overall!

Hey! Thanks for playing the game

Our ambition got the better of us and we also got to witness a hefty dose of Murphy’s law where we spent an unusual amount of time chasing our own tails with every possible problem you could imagine (git issues, sound issues, inexplicable glitches and some inexperience with many engine features we wanted to use).

Things like the casino being enterable were on the to-do list, as well as a larger level with more dynamic and moving things to interact with.

The missing sound turned out to be a DSP plugin that only our sound guy had but I didn’t when building the game, which I would have realized sooner if I wasn’t too tired to think of looking for FMOD errors in the UE output log =D We ended up finding the problem a few minutes after the already extended deadline finally closed, so I guess that video is from a post-jam version

Our intent is to at least add the collectibles and some more missing sounds, so the game has a definite end state, some time soon so after the jam people can play it “the way it was meant to be played”