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that kind of game is really my weak spot, wow i had a great time. really like the environment, the endless plane also hit my other weak spot, looking in the distance feel so great aaah. the temple design is simple but work very well (although some texture are hardly differenciable from a flat color). the settings is also great, inbetween an egyptian temple and a monastery and it just feel very good, wow.

tho, while this absolutely made the game really great, there’s still some important default. first, the physics settings you used for the character is really not adapted for platforming, i see it commonly used to be fair but it always feel terrible. slipping off platforms is really not compatible with platforming and it did made the thin bridge section a bit painfull. second, the low res+ blur while giving it a great 2000s game/movie look, its a bit overdone and does make it hard to see sometime. also a much smaller default, the lighting does feel out of place and a bit cheap, especially the orbs (i think too much bloom/it make the walls look too flat? maybe its too reflective? im not sure but there’s something about it that look “”“amateurish””” that clash with the rest)

overall, an amazing game tho, gg!

Thanks for playing and the feedback Teluri! I fully agree with your observations, most folks have said the same thing about the platforming control. I intended to splash some colour into my textures, which are currently only greyscale, calculated from neutral lighting, sadly I ran out of time though, so they are just greyscale multiplied with a flat colour. It's made worse by the extremely low resolution which is not at all an effect I wanted, I intended the game to be full resolution. The textures are actually 1024^2. The lights are also pretty contrived, and my biggest gripe with my lighting is that my interiors are barely touched by light sources, and are mostly ambient, and given that most of my texturing is done by normal maps, makes it look very dull and flat indeed. The aesthetics suffered mostly due to my running out of time, I might continue though and attend to these weak points for a more developed release. Cheers for the feedback!

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oh i see. to be fair, i think your textures are fines overall, the normal maps does the job well, what i was talking about is just some specific textures that are too subtle to be visible through the low res. imo you could definitively try to go for a 50% res, imo low res does wonder to sell a mood, especially in combo with the rest of the visuals. (oh, by res i do mean the “pixel size”, not the screen size, just to be sure)

Thanks, nah honestly the low resolution thing is a bug :D 
If you check out the screenshots of this submission it's way sharper. Maybe one day I'll go for the lo-fi, quantised, abstract kind of aesthetic, but I usually like to stick to medium fidelity.