Thank you for mentioning about the motion blur. Unreal has loads of settings and we didn't know motion blur was ON until we checked after seeing your comment.
I've uploaded a new build with the motion blur OFF like it should be. I hope that makes play testing the game better for you.
Viewing post in Knight Watch jam comments
Thanks for the adjustment. Much better for the eyes. Though the assets and the environment are very well made, I just want to point out some points from my side and my laptop spec.
Gameplay is a bit monotone, since you are just walking and hitting (which is actually hard to hit due to the slow windup time) for a few minutes straight. Due to time limit, just the core gameplay done is good enough. Just feels like pointing it out.
NPC wise, the running/walking animation and the direction they are moving sometimes dont sync up, making them look like moon walking on the ground, which kinda ruins the atmosphere. When they are died/capture, theres no animation or visual clue to show that you actually hit them, besides the score and just straight up thanos'd of course. Considering the amount of time, its reasonable I guess. But some sound effects like screaming and a thud would be nice. They are hit with a mace afterall.
The starting menu actually clipped a bit in my PC due to the resolution difference. mine is 1920 x 1200.
Probably it is due to my laptop spec (no GPU), so there is a bit of jittering, and sometimes, texture not being rendered in the distance (just white) for a split second.
Thats it. Great game ~~ Good job ~~