Yeah, I meant dithering. I was writing the post quite late at night, so I probably phrased it a bit weirdly. Thanks for the reply!
absentSpaghetti
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Thanks for your nice words! I probably should’ve telegraphed it to the player a bit better, but the generators can be shut down to conserve their energy levels - this, however, prevents you from using sensors, lures and doors that are in the generator’s operational region.
Thanks again for the kind words!
Thanks a lot! Coming up with this effects, I was surprised how well they translated to the low-size resolution, so it is nice hearing someone else appreciates them as much as I do!
I’ll also just mention your game. It is ADDICTING. Really great job on it! The soundtrack is an absolute banger as well, can’t wait to see what else you got in store!
Super cute! I really enjoy the concept and the simple and visually clear presentation. It kept me engaged for quite a while. The game feel is also really good, with all the screen shake and SFXs. Unfortunately, this version is quite bug-ridden, I wish there was more polish.
Otherwise, a stellar game!
Just seen the page and noticed the ~6 days left, the description, however, states 'The IcoJam is a beginner-friendly game-making code-writing art-arting music-compositioning design-designing 72-hour event!'. Is the time limit here a mistake, technically, or is there a reason for this? Am I allowed to work on a game for more than 72 hours?
I've seen some issues with clipping into objects and getting stuck before, how did you manage to get stuck? Did you run into it? In that case, crouching and moving away from the surface you're stuck on usually helps. I'll try to fix that issue when I have more time on my hands
Thanks for the review :)
Thanks a lot for the reply, I appreciate the detailed feedback! Other players have also found the player direction lacking - it's something I'll be looking into after the jam.
If you haven't finished the game and are willing to give it another try - try to stay where there's no grass and let the light and tower guide you :)
Cheers and thanks for playing!
That was quite fun, even if initially the navigation was a bit tedious. I love the ending though, the text part exactly, feels very slapsticky to me.
I found a bug where if you try to shoot the revolver with both mouse and CTRL at the same time, your character can shoot multiple times on the same frame - this made it really easy to kill everyone at the ending.
I do wish the revolver packed a bit more punch visually, recoil, particles (on the enemies as well) maybe some better indicators of if an enemy was hit. I also found the saw blade guys' attack a bit unpredictabl - it sometimes seems to register as they are initiaing an animation and sometimes almost at its end
I feel like there's something deeper (the title, nod nod) about this game, like a story I am very much so missing with all the weird imagery and things. I especially love the mannequin room for some reason. After finishing the game, I noticed that I have a screw (?) in the title screen's inventory, I am yet to figure out what it is about.
If there is something going on beneath the thin veil of "walk into this place, pick up this item", then please tell me, cause I would love to replay this if it were the case!
Thanks a lot for the review! I do agree that the player direction kinda falls short on the ending part. I am currently looking into a lot of issues and bugs and will likely release an update when the jam's review period has ended.
If you feel like revisiting the other ending - follow the creature and when it stops, look where its light is pointing and walk in that direction, it should lead it you into a cave, from there, the navigation is quite easy
Thanks again for the kind words, cheers :)
The gameplay isn't bad, but I wish a lot of the things were better communicated to the player. What's the story like? Why are we in the place? What am I to do with the magnet after I pick it up (figured that out during game, but it would still be nice to get like a prompt or something).
As Cademon said, the footstep sounds are annoying, they pop in your ear too much, as if you had broken earphones or something.
The alien /robot bugs out often and has trouble walking through gates, though I really enjoy the detail of lights turning on when it's near one.
I also noticed that you seemed to have shipped a debug version of the game. The print labels are visible, as well as the raycast you seem to be using for the magnet.
I am surprised at the polish this game has. I wish I could play the full version!
I have found a few issues. Bright object with a lot of texture (grass during the day) seem to flicker a lot when they move or when the player moves. The flashlight is very weak and keeps everything very dark. The object blueprints are a bit hard to see.
I also wish the player was directed to see the second "meteorite" instead of being directed to drive away. Otherwise, stellar work, keep it up!
Really good! I love the artstyle and lore - they fit with the gameplay really well. One issue is that I wish the drone could be controlled by arrows/WASD instead of having the mouse do everything. I also found it a bit difficult to select items to interact with - you need to put your cursor on an item and then move directly to the 'actions' tab, I wish you could select objects instead