A little confused about what to do when you get to the room with the enemy he killed me multiple times lol. After a couple of tries, I got a spawn where he wasn't in a main chamber and I was able to progress. The footstep sounds were set up nicely, and the overall environment looked good (albeit a bit empty).
I think the core game loop could use a bit more explanation (We struggled with this in my team also) but I was able to get to the end and see the cut scene. I like the design of the spooky guy. Reminded me a bit of the character from Carrion with the tentacles. I think the move speed on it could be turned down a bit so you can escape.
The last little thing (something we also struggled with in my team) is lighting efficiently. Your scene probably could have used some baked lighting and saved a lot of performance since it was indoors and not a lot of objects move. Overall great job, working in Unreal for jams is def an uphill battle so great job getting it submitted.
Also, our unreal projects were named the same which is funny lol.
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Heya, thanks for the feedback! Ye, we were releasing this in a hurry and we forgot about how laggy it would be for someone with not the most high-end PC. I think we should add a little bit of tip to each section to make the player job easy. It was the first jam for most of us so I am happy to release a final product. I think I will learn how to make lighting better in UE.
Hey, hanks for taking time to give us a feedback dude! Agree with what my team mates said, it’s been an absolute rush just to get something done in that little time! We’ve learned a lot and we’ll definitely try to do better with the whole packaging process too (i.e. not submitting a debug build, better cooking, static lights..)
If you have any more suggestions I’d love to chat and learn a bit more! :)