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(+1)

Cool concept. Impressive tech.

I was trying to draw by holding left and right, then releasing right to draw the door knob. It seems counter intuitive that you release left and hold right, since left raises the finger. Like left is select tool and right is use tool, when in reality it's the other way around.

Also, you could display a cubemap of the room on the portal at a distance to give the impression that it doesn't stop rendering.

Thank you for playing and commenting! Getting fedback is really nice since I plan to keep working on this.

You are 100% correct on the animation not matching the control scheme. In the very beginning the rune was going to be drawable in one stroke so right click wasn't needed at all, but then I though having multiple strokes would be cooler. I should have switched the hand raise to the right click. Should probably add a right click release animation too that tells the player they are activating the classifier.

Again 100% correct. This one I just didnt have time for. My original plan was to procedurally mesh an actual frame and door around the portal that would open and close and then make is so only one door could be open at a time.

Thank you again!

(1 edit)

Implemented your controls suggestion last night. Much more intuitive. Such a quick fix, I should have done it immediately. The things you don't think of mid jam :P I won't post the new version till after the jam, but thanks again for the feedback!