Thanks! Sorry for the late reply, no it was our tools developers friend who agreed to voice the farmer. The “mooboom” cheer is the tools developers voice sped up and layered on top of itself a bunch of times :)
bergsten
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I am very impressed by the controls! Very tight and precise.
Someone mentioned the similarities to Celeste and that is a compliment, love that game.
The level design was in this very difficult for me though, I feel that the purpose of coyote time is to give the player a little leeway for making the jumps. If utilising coyote time is required to make a jump then it kinda detracts from it. Though I don't mind if it would be designed that way for bonus collectibles for skilled players or later levels, but not required for progression in the first couple of levels. All the same, well done!
Loved the juicyness! The audio is very fitting for the carrot pickups! Love the easing effects on everything.
Set my own goal of revealing the whole map (since there was a progression meter at the top too), which I did, don't know if there's a win state afterwards, there wasn't any fanfare when I got the progression meter filled.
The Adventurer I could ever only buy one of then no more no matter how much carrots and explorers I had, not sure what the Adventurer does either? For a very long time I tried clicking on the carrots (which didn't always register) until I realised it was the tile you were supposed to click instead.
Good game, well done!
I did as you instructed, got me into the game but ended up in some weird shortcut mode, opening tabs, notification windows and cycling through my open file explorers when pressing keys on the keyboard. Disconnecting my keyboard and reconnecting it made it possible to play the game on my third try. I haven't had this experience with any of the other Unreal games in this jam?
Had fun playing, I liked the art style of the cats and the disintegration shader looked good! I got stuck on the beginning on one of the levels, the wind couldn't push me quite up to the next level, or maybe that wasn't the way and I was missing some mechanic or I just couldn't figure it out. Fun up to that point though!
Nice polish! The camera swapping sides was just a bit jarring. Found a bug where if I; picked up a piece, paused, un-paused, and put down the piece again, I couldn't move pick up pieces after that. I'm the type of player that can play 1v1 vs myself thankfully, but still a shame the AI wasn't finished. Good job!
Neat! I'd love to see this one with some more feedback and juiced up. I assume I was controlling both orange planes? The "tank controls" could maybe be swapped to just WASD and just not allow going backwards. I'm not sure the heigh sorting always worked as intended, maybe it was a just bug where planes were overlapping at one point. One of my pet peeves is non uniform scaled pixel graphics but I get the time constraints of a game jam play a part here :) I liked the undo functionality, it really suits a game like this.
What a fun concept! I like the aesthetic of it. The behaviour of the AI didn't feel random at all, which is good. I didn't at first know the objective of the game but found the instructions after a while. The fixed camera perspective worked well. The lerping between perspective points could do with some easing in and out but it looked good otherwise. It frames the level well except some edge cases where I see well coming from one side didn't work as well from the other side. However not having a good overview hampered how well I could plan my route to avoid being caught. I got into a situation where one cat was standing right outside the door to the copy machine which I couldn't get past.
Well done to you and your team.
It looks great and the mood is very spooky, made me feel like I was going through a haunted house at a fair. The music volume was a bit loud at times, couldn't hear what the NPC was saying sometimes. The music made it more oppressive than frightening. Then all sound suddenly stops after a couple of minutes. Almost made it more frightening then.
Had to restart twice in the music room, the piano interacted only with the player collider, not with the hand. Made it difficult to press less than 5 keys at a time. Couldn't find the solution. Possible that I just didn't get it though.
Same with the reading room, placed the books on the shelves, tried rearranging them but didn't get any feedback if I've done anything either wrong or correct. Still, might have just missed something...
Convai gave out error warnings every other sentence.
Good effort though! Very spooky! Would love to play it later if the bugs get ironed out!
I really enjoyed this. Very novel experience. A good blend of Blade Runner, Will Smiths iRobot and a dash of noir made for a nice setting that I felt I naturally roleplayed in(not something I usually do mind you). Managed to catch the deviant eventually with conversation alone - after a couple of times by brute force. The voice recognition worked really well and I'm impressed by the plausibility of Convais generated responses. Well done!
SPOILER: I'm pleasantly surprised that one could go full Will Smith and that it worked.
(strikethrough to make it more difficult to read if not inclined to read the spoiler)
Thanks for trying it out and for leaving a comment!
It was very much rushed to get something playable in before the deadline (but of course, that's true for everyone).
The level design was done the last couple of hours and that exposed some game breaking faults with my pathfinding implementation.
I also noticed after the jam was over that the AI hadn't received the script for physics interactions, so they could never wake up sleeping rigid bodies, like doors (oops!). I'm currently working on getting the game to a playable state after the rating period finishes :)
All credit for the shader (and Renderer Feature for the outlines) goes to Robin Seibold. He's credited in the pause menu. I recommend checking out his YouTube channel and his GitHub where he shares his assets.
Thanks again for checking out the game! Appreciate the feedback!