Thanks for your hard work. Vinny gave a shoutout to the judges on Monday too.
Astrades Studio
Creator of
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Thanks for playing! Yeah I've been told about the rat scene... But you figured it out?
Last update I made the interactable rat whiter so it stands out a little more. If you wait until the song is over it also sends you to the next dream. Sadly I finished that scene right before the deadline so I could barely touch it 😅
Nice! I'll check the vod later. Also followed you in case you want to do more. We'd appreciate it if you could do our game, Sunday's Dream. :)
Very ambitious game for a game jam. It works, and it was interesting to play, but without the comments spoiling the puzzles I would have given up I think.
Mostly because I knew what I had to do: stop the wheel and bash the door with the boulder, but the actual process by which that was achieved was not intuitive for me. I tried setting up the boulder in front of the door and it would just respawn at its normal spot. And I tried using rocks to jam the wheel to no avail. Even reading the hint of the person falling into it I did not think of jumping on it as jamming it.
I think the best part of the game is the design of the wave looming over you. That was definitely the hook and very well realized.
I'm also surprised of how well this runs. I guess Unity WebGL is way better than Godot WebGL...
One thing I noticed is that the theme of alchemy and shadows is very loosely interpreted. I checked the GDD and I saw the explanation but it still kind of feels like an afterthought.
Narratively the game was also very loose. Something about crystals and some government project in a bunker, and the planet waves... the broad scope made it very vague and missing details, that leaves the mind of the player with the job of filling the gaps.
Overall, it's a really good entry that I enjoyed playing to the end.
Wow! That was super constructive and useful. I'm sorry you had so many issues, really it's as you said, webgl is pretty bad. We've been taking the feedback into account for the update. Mostly about the stuttering and freezes lol but also about how to use the flares. We knew it wasn't clear, but we ran out of time to playtest and tweak them (they dispel nearby shadows after 3 seconds but they should last longer). Thank you for your patience and for playing until the end!
Hey this was pretty good! I didn't get far though, somehow I messed up my potion and didn't know what I needed to remake it. I'll try it again later, but I wanted to leave a comment! I think this is the most similar game to our entry that I've seen, but they are not similar at all in so many ways anyway.
One negative thing I would mention is that I would expect to be able to pick up objects in the middle of the screen, but I found that leaning sideways with the little arm worked way better... it felt as if I the character had t-rex hands.
Same thing with the lights happened to our game... Fortunately my brother immediately got to work on it and managed to find a solution. Apparently you can't have more than a couple lights in WebGL, and reusing the same few materials (less than 10) helps a lot too. If it wasn't for him our game wouldn't look the way it does.
My game had frozen the first time. I had to reload to actually check it out.
The visuals are REALLY good. Good job on the aesthetics in general.
I couldn't figure out what to do beyond pushing the cauldron and combining random orbs, it seemed too complex.
It's a shame because it seems it has really deep and complex systems.
Maybe explain in the description or comments?
Interesting interpretation of the theme. Unfortunately, I couldn't figure out how to damage the enemy reliably. I noticed clicking changed the beam to white, but it didn't work half the time and no matter where I aimed I couldn't get the boss health down... Some feedback on skill cooldown or boss hit / weak spots would be useful.
This game is very barebones, but here's what I think:
Roaming around without aim is not the most engaging experience. I would make the maze smaller and the threat more obvious and avoidable, play with claustrophobia.
Give more agency to the player. I don't know where the objectives are, but if I could control the torch consumption, I may be able to play around the challenge. Currently, as soon as the torch goes out, I can't do much about it unless I remember where the pickup was, which I don't because it's a maze.
Making mazes feel fun is very hard.
Thank you! We worked really hard on making it look right on web compatibility mode... But debug version didn't have this issue. We believe it is linked to the hardware acceleration option in browsers (the risks of doing 3D work). Shadows spawning are not handled well...Too bad because we even managed to fit an ending cinematic.
Regretfully, it is not allowed to distribute any updates until the judging time is over. :( Update will have to wait until then.
Thank you for trying our game. Regretfully, it is not allowed to distribute any updates until the judging time is over. We believe the issue is linked to the hardware acceleration option in browsers (the risks of doing 3D work). Shadows spawning are not handled well...Too bad because we even managed to fit an ending cinematic.