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(1 edit) (+2)

Graphisms are on point. Audio might be a little too high and subtitles for the tutorial at the beginning would have been perfect !  
Gameplay is simple and understandable and I loved dashing all around the place even If I died very VERY quickly :D
I was surprised when I saw that the gas was following me more than just.. spreading everywhere I don't know if it was intended ?

On another side : Having a big optimization problem it seems. I was wondering also why the game was 6Gb but then I unzipped it... 12 Gb ? It seems a little bit too much even for a UE game.  Edit : The problem was between the chair and the keyboard, my bad! 

Also, fair warning : The game tried to access my network as Windows raised an alert for it. Either intended or not, it should not happen. Might want to check your game/prototype dependencies if not intended.

(+2)

Thanks for the feedback!

We didn’t get time to implement a volume slider unfortunately. The gas is also meant to follow you rather than gradually fill up the entire room. It’s more of an intelligent creature than just a big cloud of gas that’s spreading, so we’ll look into how to communicate that to the player.

The optimisation is definitely something we’ll be taking a look at, too, since it’s something else we didn’t get the time to really sink our teeth into. As for the network access, I’m not sure what caused that but it’s not something we intended so we’ll see if we can track that down. I’m pretty sure it’s something to do with Unreal Engine and potentially some option or dependency as you’ve suggested, maybe some sort of Unreal Engine telemetry?

We’ve got a list of all the feedback we’ve gathered so far and we’ll be taking February to sort through it and implement changes, fixes and redesigns so that should solve most if not all of these issues.

Glad you enjoyed! :)

(+2)

No problem ! I tried to give as much feedback as I could~ 

(5 edits) (+2)

Thanks for the feedback!

I am not sure why the game tries to access the network, I may have packaged a plugin that tries to access the network. I suspect it might be the Metahuman Face LiveLink plugin, or possibly just the engine setting itself up for multiplayer functionality (even though RDR is not a multiplayer game).


For full disclosure, here is a full list of the plugins our unreal project uses:
"Name": "ModelingToolsEditorMode",
"Name": "ElectronicNodes",
"Name": "FlatNodes",
"Name": "NiagaraFluids",
"Name": "RigLogic",
"Name": "LiveLink",
"Name": "LiveLinkControlRig",
"Name": "AppleARKitFaceSupport",
"Name": "HairStrands",
"Name": "SoundUtilities",
"Name": "TickOptToolkit"

However, in testing a fresh package, unreal engine still tries to access the windows network. It might be a packaging setting that I have left enabled, or it could simply be that UE is designed for multiplayer games and tries to access the local network regardless. I will look into the cause of this further.

Also I have confirmed that the full title should only be 6.25GB when unzipped, could you have possibly extracted it twice, or included the zip archive in your calculation? I plan to upload a much smaller version after the jam is over, I expect it to be less than 2GB.

EDIT: After doing some digging, it seems like all Unreal engine projects will do this by default. The only way to prevent the engine attempting to access the network is to edit the c++ source and disable the TCP, UDP, ONLINE, NETWORK, and SERVER modules as unreal engine is a multiplayer engine.

(+1)

Thank you very much for looking into it ! 

You're absolutely right for the 12Gb, I don't know where I've read that as I looked into it again. I will erase it from previous message

It's good to know that it's UE doing it by itself. Thank you for taking extra time to look at it !

(+1)

No problem and thanks for taking time out of your day to play our little (or maybe not so little... lol) game. We plan to release a few updates to this project once the jam is over and the files are unlocked so your feedback is really appreciated.