Thanks so much for your words ironhandmd!
Angelo Tsiflas
Creator of
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Thanks so much for your kind words! Indeed, we noticed that as well a bit late but didn't have the time to do anything about it. There's a lot of potential to extend the mechanics of this genre, so we'll definitely look into developing it more (no promises though, I'm already three projects behind in terms of indie dev games)
Thanks for playing, Becky! As you said, we'd love to add more variety in animations, characters and overall interactivity in the game but it was tough to do given the jam duration + full-time jobs . Thanks for noticing the card height issue, some other players have mentioned it as well and we'll look into it!
Thanks so much for playing Grizzly and for the detailed feedback! You're totally right with those late-game attacks. Ideally those would also have a higher accuracy effect (never miss the attack for example) but we didn't have enough time to implement all that extra functionality. Also yeah, balancing is far from perfect and it's the first time we tried a game with so many interconnected stats so it was a challenge to say the least.
Thanks for the thoughts Laura, I'm not sure a check point system could work in our case because it was intentional that the player had to start over and learn which items are optimal for each case. But I have to agree on the fact that we could potentially handle it better and get the player with less downtime to the point they previously lost. It's the first time we tried to make this type of game and I definitely want to experiment with some more linear adventures in the future so all this feedback is really valuable! Thanks again :D
Thanks for taking the time to play our game AwesomeSeriously!
We used some already bought 3D assets for the city and the characters but there was still much more that we added, had to fix existing uvs, collisions & set proper prefabs, make custom assets for the item select and outro cinematic, character rigs and animations and our 1 coder had to implement all these scripted events, ending cinematic and audio. Also note that this is by far our first jam so we have an understanding of how to scope, plan and execute things to make a game like this in 2 days :)
We were aware about a couple collider issues since 5 mins after the we submitted the project but couldn't fix in time.
Lastly as far as gameplay goes, it's mostly a walking-sim with a "Stanley Parable" style of narration so indeed there's nothing crazy in terms of it. We wanted to use the theme in a more metaphorical way to tell that no matter what your have planned in life, sometimes things are not directly under your control (like getting hit by a reckless driver, being at the wrong place at the wrong time, a sudden and unprecentended pandemic outbreak, or simply forgetting to bring an umbrella on a rainy day when you have to go to an interview).
Thanks for taking the time to write all that tunzor! Feedback dully noted, we definitely could do more quality of life improvements and also do a better job at making some item clarity and better level design but there's so much you can do in 2 days.
The camera trick is super simple, just make the camera follows the pelvis or spine bone of the player character and you get that movement for free. ;)
Thanks a lot! Note that we used some already bought 3D assets but there was still much more that we added, had to fix existing uvs, collisions & set proper prefabs, make custom assets for the item select and outro cinematic, character rigs and animations and our 1 coder had to implement all these scripted events, ending cinematic and audio. It's the first time we tried such a different type of game for a jam and it was definitely challenging. Totally worth it though and I hope we get the chance to make a similar type of game on a bigger scale one day :D