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A member registered Feb 04, 2021 · View creator page →

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We had this suggestion during testing and I actually implemented something quickly but what I implemented unfortunately didn't look as aesthetically pleasing as without it, and didn't help with platforming as much as I would've hoped so we ended up ditching it! haha. I do think a clean bob shadow that fits the style would be great but ah well! Maybe next time ;)
Thanks for playing!

Thanks a lot for the thorough review! I can't say much more besides that I completely agree with essentially everything you pointed! Including the panty shot haha.  I think we went a little ambitious especially since we didn't fully utilize the full 72 hours of the gamejam. 

The movement speed was also a little tricky. I do find it interesting to see everyone's opinion on the platforming difficulty vary. I think the first room was not too bad but the last room was particularly poorly executed with the ceiling being too low.  Initially I wanted to focus more on puzzle solving from the first person perspective rather than the third person tiny perspective, but we opted for something we could implement very quickly. 

I think ideally I would love for this to be a mainly puzzle game with an element of platforming sprinkled in.
The change in the detail level/depth unfortunately was simply a technical issue that we didn't have the time to resolve, it was my first time trying this effect and as someone who usually lets his fellow colleagues handle the rendering side of things I was admittedly not as well equipped to tackle it as I could've be.

I love that you found the 'stop dillydallying' message! I think in the end more easter eggs like that would've been a better usage of my limited time; of course hindsight is 20/20.|

Once more thank you so much for giving our gamejam game such a thorough playthrough!

Thank you for playing! The z-fighting issues are on the WebGL version only, although admittedly fixable if there was less of a time crunch. Some of the core rendering effects are also not showing on WebGL unfortunately. So definitely would recommend giving it a download if you find the time. Thanks for the feedback!

Unfortunately when you use the embedded version it's not very obvious you can enter the initial box. If that wasn't the problem then there is another problem with the 2nd box's door UI not being sized properly when you're in embedded mode.

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Yes! It's about overcoming that frustration. Through practice the player can improve. Having a charge bar would be like telling them to memorize when to jump or not when it's more about improving your timing skills. By allowing the player to improve his skills the reward for completion is also much higher. We had a player who's first run took an hour and a half to complete the level, but after an additional hour of gameplay he was able to complete the level in less than 5 minutes!

That is on purpose! It's part of the challenge, just as there is no checkpoint. The game will be frustrating but it will also make it all the rewarding to overcome!