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Made it to depressed island and unfinished island! Got the earth and moai pic from depressed island, a polar bear from the island between it and unfinished island, and of course the pirate ship in unfinished island! Wanted to get the UFO but apparently it's being covered by an invisible wall!

Looks like you wanted some feedback so I'll try to go in detail what I noticed!

First of all, like Softmints mentioned, talk wasn't working, maybe it was simply an unfinished feature? Not sure, but I rather liked how unobtrusive it was as you put it below the minimap, but I still think it might be better in the center so the player immediately notices that they can talk to someone!

The pause menu isn't really a pause menu. I've tried  jumping then pausing or going near to an npc before it turns and pausing, might be better to rename it as a simple main menu! Forgot how  pausing in unity works already but feel free to explore it if you still want to make a genuine pause menu!

I love that you had the addition of a minimap and an actual map! However, it would be better if the map was locked in the y-direction so that the letters are readable

By chance, are the maps simply a camera looking down on the map locked to the player? I noticed when I jumped at the peak of unfinished island, the words 'unfinished island' showed up on the compass so I had the assumption that it also moves on the y-axis. Instead of placing cameras ON the player Some object logic I'd do would be like:

  • [Main Object]
    • Player 
      • Player Camera
    • Top-Down Camera

And then move the main object BUT when jumping, it's only the player object that jumps. However, I'm not really a 3D guy so maybe someone here might have a better solution

Speaking of movement, I think the sprint is too slow for a sprint. Or maybe the original speed is just too slow. My pinky hurt from keeping it held t he whole time that i had to switch fingers and even hands. Might be best to reconsider how fast your character should be  or the means of transportation!

The lantern was a cute addition at first, but as I explored, I realized I do not really need one. Especially when there is no day/night cycle (or maybe there is I didn't notice?) it became a distraction to me. Aside from covering a certain amount of space on the screen (dw it's not really that big but it feels wasted when it's not being used) I think the light bleeds too much because the main character is too close to the ground. For a picture game, I feel like a flashlight might be better too since they need to look for objects, so there's that!

Lastly, the music. I noticed you used them in the center of islands and I could tell by moving where my character faced and followed the direction where I hear it. It might be better to keep the sounds tethered to the player object so t hey hear it the whole time and it'll be up to you to script  when to stop playing or to change tracks. I loved what you did with the e entry to depressed island and I think that entry script is more than enough for your needs in switching tracks!

Also, no gripes with how you did the picturing function. It was really neat, intuitive, and passed cleanly!

With all that said, I love the atmosphere of this game, and it has some funny humor that I enjoyed:) It has a cute concept and it looks fun when polished! Would love to see the progress you'd make in future games or what you do with this one! As you said, you learned a lot on the way, and that's what matters in every jam!