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(+1)

Alright, 2GB(!!) later I got as far as turning 4 red panels green and beating 2 dudes without realizing i could pick up the pipe in the first room. Not sure where I could go after that?

Some pain points:

  1. I had a very hard time opening doors. It feels like the collision areas and the label showing press X to open were inconsistent... It seldom worked while the label showed. Some doors I could not open at all.
  2. Having X as a control while using WASD is very weird for the left hand.
  3. The alarm gets annoying after a while. Maybe it could haven been silent in periods, like the burglar alarm on a car?
  4. In an environment with stuff all over the place it was pretty hard to see what things I could interact with. I guess you could work with outlines, material overlays etc to make them stand out from the background.
  5. The camera during fights was really hard to handle. Third person maybe does not work very well in cramped spaces? Or maybe the collider of the camera was too big? 
  6. Exit didn't really exit from the game :D

I would like to see a game with programmers art next time! Gamedev got soooo much more fun after I found Imphenzia on youtube and his lowpoly palette style in blelnder. :D I like it if the assets are on the same level as the design and implementation of the game. For me, AAA assets raises the expectations on the game in general. Also, having a 100mb game is preferrable compared to 2gb. Many will probably just skip a jam game of that size I'm afraid.

Lots of cool effects and polish in certain areas of the game! I like the swishing trace of the attacks. It could probably be combined with very fast animations to make it stand out more, interesting! 

Well done on completing the game, although I never saw the end :)

(+2)

Thank you very much for your comment!

You are right about all the points.  I didn't have time to test the game, so I am sure it is full of bugs.  It is strange that there were problems opening the doors, the collider for the X was the same, I will look into it.  About X, I thought to change it to the right mouse button, but didn't have the time to do it (I used the new input enhanced system and C++).  Yes, I didn't like the alarm, either, I will search more sounds and music and change it.  I didn't have time to change the material for the pick ups, so I put a simple particle emitter, but between the other particles of the map, it doesn't do it job correctly.  The original idea was for a big room at the end where it would be the fighting, but again we didn't have time to implement it.  Exit doesn't work?  Ups!  I will fix that when the jam finishes. :D

Yes, normally, I use blender to do the assets, but this time I wanted to try my hand with C++, so I took all Unreal free assets I found.  And those are normally AAA.  It has been a very good experience and I have learned a lot!

Thank you again for the long comment!  It is spot on and it really helps to improve the game.

(+1)

Ah, I never got to using C++ in UE4 back in the days. And blueprints were hard to get sometimes. Sounds like a good choice to go with 3rd party stuff and focus on one new thing for a jam, i like that idea. 

No playtesting?! :⁠-⁠D