Thanks! Erasable is to thank for both of those! He really did an amazing job.
AXYLDev
Creator of
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Sorry to hear that! We tested on multiple computers and phones, with smooth 60FPS so it’s weird that Mac doesn’t. Likely unity running an emulation layer. The game is designed for desktop, and we added web version for accessibility, so apologies for the unoptimised controls.
Edit: I wonder if an emulation layer meant your M3 GPU cores weren’t actually being used.
Thank you! I agree with your feedback, I hadn’t thought about the next colour indicator but it’s a good idea. Score UI is definitely something that needs adding, and notes from below does need to be worked on. Originally there was some space below the disc, but that got lost in full screen mode somehow, and I don’t think it was enough anyway. Thanks again, glad you enjoyed the game!
Thank you! Movement is a common theme so I’ve been prototyping a new control system for next year, which is already much better than the one used this year. While making it I found out why this one wasn’t great: I’d scaled the forces by delta time, but I didn’t realise Unity does that behind the scenes already, so it was happening twice! The result being that the game has been balanced for 144FPS and runs weirdly on 60. Honestly pretty funny mistake xd!
Great game! I enjoyed solving the puzzle. I found it confusing at first, but once I figured out how it worked, the puzzle was very good. I got stuck once where the ghost kept moving in the opposite direction to a room, until all the rooms in a large radius were locked and the ghost was far away. My suggestions:
I think having the locks on a timer to unlock (then perhaps slightly faster sanity reduction to adjust the balancing), as well as a quick reset button would help a lot.
Having the intro be click to continue would make it easier to read the instructions.
Clearer where the first clue is. Perhaps a feature where the ghost naturally pathfinds towards the next clue after an amount of time would help.
Edit: after more thought I realised path finding could be frustrating to players who wanted to solve it themselves, maybe a clue at the start would be better. As for clarity, the end point was done very well, the altar really stands out nicely.
Edit 2: just saw this was your first Jam, I had no idea, the quality was so good! You all should be super proud!
Overall, great job! Presentation was amazing too! I loved the artwork.