Thanks for the feedback! I do agree that the lighting and filters made it hard to understand what was happening, and that is a real problem (bigger than any bug the game has). Like any triple A gaming studio, my reaction was "I'll fix it later," which was a pretty stupid idea. I do want to improve on this when I make a post-jam version, because i, as well, like the general concept.
ethanation
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Yo now that i have multiples of these comments, i now understand how poorly i designed these first two rooms. it is actually a bug, but also a design oversight. there's a piece of paper in the floor of the first level, and what you have to do is interact with it (here's the bug: it won't tell you you can interact with it. you can) That's the code for the level two keypad. The original point of the puzzle was to introduce the concept of players going in-between rooms. But due to lack of feedback and this bug, that isn't something well conveyed to the player. sorry about that. thank you for the feedback
if you're trying to open the door, the lever has to be switched on before the door opens. I know there are quite a lot of filters that make these hard to see, and that is totally my bad. it might also depend on which version you are playing, because the mac and linux versions are untested due to my lack of mac or linux computers
This is a pretty high-quality shooter. It reminds me of bioshock 1 or farcry 3, and the roguelike aspects were cool to see. My only criticisms are 1. that it got to be too easy and 2. that at a certain point the zombies were no longer touching the ground and then all I could do was shoot the zombies out of the sky with a shotgun (which was still very fun). Other than those two things, it is absolutely great.
I made almost an entire game with Godot (an engine that does not export any kind of file used by the ps1 as far as I know) to make a ps1 STYLED game. I thought we had to make a game while loosely adhering to the restrictions of the console we were developing for. I might be way too far into development to stop, and I am going to continue to work on this project, but I wanted to know if I should still submit despite the rule being broken?
I meant the former. It might be way too late to ask anyhow. I wish I had thought of doing the first thing. I will keep that tip just in case this happens again. Thank you for the idea, but I think I'll just keep working on it until I'm happy with it because I really like the story I came up with and feel like I didn't execute it well enough. Here is the game
I'm trying to get a spider monster to animate, but I can't animate for crap. I thought that this would be easier but it was not nearly as easy as I thought. Probably still better to look at, but it might not be done for the jam. (I have no clue how to rig or animate anything for ue4, much less a spider. any and all tips are welcome.) Here's a picture of ma boy.
I'm doing good. I just have problems keeping motivated. This time i'm mostly using pre-made assets because 3D models take forever to texture and make materials for. (also i'm bad at it so that doesn't help) Just a good recording setup and Audacity or another audio software should be enough to make a noise creepy. I recommend experimentation, because that's what Jams are for.
I agree the UI is pretty terrible, but the UI is the hardest part for me. My last game had basically none, so it is a little bit of an adjustment. That's what these jams are for anyways. The slippery-ness of the controls are terrible too, I agree, but the alternative was to just turn down the max speed (which I was doing gradually anyway) which would make the game much slower than it already is. I think I chose the lesser of the bad design decisions. Also I played your game and it was cool. It handled game balance better than mine (in terms of the guns, anyway. The enemies kind of start spawning at a ludicrous rate). I think post-jam I could make a version of it that has you pick one route to go down, limited to a specific build that can only get better in one way. Almost like the bioshock upgrades, but more linear. Glad you liked it!
I think that if I work on this game anymore, than I would have to make shooting through walls either A. the central mechanic or B. some kind of upgrade, because it is kind of too fun for me to just cut out. yeah, I know that if you upgrade your gun enough than you can cut through enemies like butter, and that the weight added every level mechanic is not very fun. Those two things in combination just make the game boring from a player perspective. I will fix this later. Your game was good, and I found the art style to be very charming. The story is cute, and the design of the main character is good. 9/10. (the puzzles were hard for weird reasons such as: 1 block tall character can't fit through 1 block gap, can't really tell which book i'm about to pick up. just those two things.)
That's because there is a useless gun upgrade called bullet speed. I don't know why I made that an upgrade. All of the upgrades are random outside of shops. The levels are random, and in retrospect I should have thought through how I spawn the enemies. I wanted the game to get harder as it progressed, so the weight of things makes you slower after every level regardless to make the enemies more of a threat. The enemy spawn rate is also ticked up for every level you complete.
Yeah, I understand the jump is pretty floaty, but I figured that it was worth it for the v i b e . I tried turning up the gravity, but then it didn't feel right. I can't really turn on interpolation because the character controller is Kinematic body based, not Rigid body based. Also I noticed that you were using Unity, and I am using Godot. Your game is pretty cool, though the golf orb swing (i don't know what to call it) could use some minor tweaking to make it more precise. Other than that, I've got nothing.