you might just make it work regardless of the accent to keep it fair between languages yeah?
Datapotato
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THank you for your feedback!
Yeah so you have this gun that you are supposed to use to move around! Try left clicking instead of moving around.
I spent 10 seconds making the music, I was literally scrambling to finish, it was intense. School started the same time the game jam started lol.
So basically when the gun shoots a grow shot, mass leaves the gun, causing the player to take knockback.
But when it's shooting a shrink shot, the mass goes back into the gun, causing the player to lurch in the direction of the shot.
That's the idea anyway, It's obviously not a finished game :') I could have added a bit of explainer text.
THanks for playing!11
BOLD STUFF IS IMPORTATN
I don't care about the horribly broken physics system. This game deserves a gold medal.
I spent like twenty minutes beating it. Yummy. Delicious. Phenomenal.
I especially liked that the last level was kinda difficult! When you have a fun mechanic, you gotta squeeze all the juice you possibly can outta it. I also really liked the
Of course every game can be improved and learned from. If you're looking for a list, here was what i found. I mean. It's still much better than my game. I have no idea what I ended up doing. Probably just making cutscenes again. Like, I'm not sure what the vertical light brown rock bar was, there was no restart button, there's a lot of little glitches (i got softlocked, i grabbed the air somehow, the battery edge shows through every now and then???), I would have enjoyed a wider click radius, and I didn't quite like that the hand would release itself if you pulled too hard, and the stamina level wasn't smooth (idk about that one, maybe if it looked more like a battery?). And it would be REALLY epic if it was more open world and diverse like the vr game the climb.
But. Really cool. Gnarly. Yep. Top tier game. :)))
Thank you1!!
yes the movement was intentional lol, here's an explainer blerb:
So basically when the gun shoots a grow shot, mass leaves the gun, causing the player to take knockback.
But when it's shooting a shrink shot, the mass goes back into the gun, causing the player to lurch in the direction of the shot.
That's the idea anyway, It's obviously not a finished game :') I could have added a bit of explainer text.
THanks for playing!11
right yeah thanks so much!
the gun... ok so it's a shrink ray, but every other shot shrinks and every other shot grows (to preserve density)
So basically when the gun shoots a grow shot, mass leaves the gun, causing the player to take knockback.
But when it's shooting a shrink shot, the mass goes back into the gun, causing the player to lurch in the direction of the shot.
That's the idea anyway, It's obviously not a finished game :') I could have added a bit of explainer text.
THanks for playing!11
Thank you so much for your feedback! I, like, I wanna write another review of your game now, but I already did oof!
Anyway I'm curious about what else you think about the premade art pack. I don't feel great about using premade assets (and I do my own art typically), but in this case my game is basically centered around the interactions offered by the pack I downloaded. I don't want to spend a ton of time and effort on something that I can't be entirely proud of, but I do think this game could benefit greatly from a post jam version. Do you think it's worth extending and how much?
Thanks for the feedback, I really appreciate it :)
Isolated- Interestellar Gamejam 6
Hello sousadiego11! I’m DataPotato and this is my review of your game. Your game is great and any criticism in this review isn’t meant to be personal or rude or to even to say that your game is awful, this is just one perspective on your glorious game and I just want to give some advice where I can. Always remember Hanlon’s Razor, "Never attribute to malice that which is adequately explained by stupidity,” and yes this introduction is copy-pasted, now let’s get into it by relevant categories!
Graphics
3D Games can be harder to create graphics for and especially hard to define a unique feeling for but you did a nice job with the lights and glows and settings!
There are some graphical bugs like light glitching but you mentioned that those are probably fixed with the windows build. I also had some control problems, did you code the first person from scratch?
Did you make the robot yourself? He’s a cute lil guy.
Laser graphics are really cool!
Otherwise I might recommend experimenting with different fonts and UIs, one of the smallest things that can immerse or pull you into the game.
Also graphics that tell a story typically are more immersive. In your case you have a city overrun with robots, but you’re a small little guy that’s trying to hack them. So I guess you’re a robot too…. Anyway nice job with all that!
Sounds, and also feel ig i kinda got disorganized
I know you didn’t make any of the sounds, you linked them in your description, so these are just some tips for when choosing sounds.
I literally jump every time an enemy laser is fired. It’s a scary sound effect. Kind of contrasts the music.
The music is very dynamic, from solemn to epic, but I feel like that doesn’t reflect the gameplay.
The music and sounds should fit the game’s feel, you market this as a more chill game (which is pretty cool for a robot laser game thingy and also the remote hacking is super cool) so maybe the jarring lasers aren’t the best option.
Speaking of feel, for a chill game maybe it should focus more on hiding in shadows and disabling from a distance. As of now the enemy lasers hurt the actual player more than the character lol! Which brings us to gameplay and mechanics
Gameplay and Mechanics!
I love walking. I love shooting lasers out of my skull. However I think one main think this game lacks is dynamic platforms! It’s 3D but currently plays as kind of 2D. I want to jump on ledges and climb slopes! Get up on a building and disable bots from further away!
Speaking of disabling bots, it honestly feels like it doesn’t matter and there’s no benefit to doing it. The bots don’t even die, they just temporarily stop shooting their pathetic bullets. I kinda just ran to the end and did nothing. Which brings us to our more general feedback in the fun category!
Funness
Funness is created by…
Impact on the game - The player literally can’t do anything meaningful. Anything they do is undone by time. Yes it’s very meta and emo, but I just want to kill those darn bots!
Variety - The game currently doesn’t have much variety, which can be ok for a game jam, but variety is very fun-inducing.
Fantasy - Yes, the game tells it’s own story, but couldn’t it just be a bit more obvious? The player could look at a tissue box to imagine a world where people live in a tissue, but they come to your video game, to get your experience, your ideas, your story.
My Favorite Things
I love the little things, like the player dismantling when he dies, and the laser coming out of the head! You have great potential for making video games, and never give up!
Main Takeaways
Cohesive gameplay and sounds can make a game feel more put together!
It’s okay to imply a story; the players love that!
Making a game with a challenging goal makes the game more fun! (This is why my game isn’t fun…)
And lastly, if you start the game with a camera pointed at two stretched out balls levitating on each other, the player gets a feeling that this might be your first game… But we love first games! This is awesome! I love that you made this! I look forward to seeing what you make next!
So first of all, this game is incredibly suspenseful
Second of all, this game is incredibly polished
Also, how did you do the shaders, it's so awesome
Also i didn't realize that the spikes can pop your bubble,
Also, hey, hear me out, what if you moved through a procedurally generated cave structure, then you were like pressing forward instead of just existing until you die?
Anyway, wow, this is pretty cool