I did! That's kind of you. Does it have to be the e-mail of my itch account?
Festus
Creator of
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Hi! For what it's worth, your handpainted texture pack is the first one I search through when making prototypes or 3D jam games. They're really pleasing to the eye, and I can usually find enough variants to make the game come together. My only complaint is I had to download each pack by hand, but that's on itch :P.
As far as old-school doom-like sprites go, if you want to provide really good ones for creatures, then they require each frame to be drawn from multiple angles. That's a lot of work, so keep that in mind. There have been a few succesful games lately that used this rendering technique (sprites in 3D environments) - Forgive me father, Project warlock, Nightmare reaper and so on. If other devs were to follow those games, then you might find customers there.
I got permastuck on the 3rd floor - recovered the book and read the journal, yet there was nothing to interact with in the bathroom. Checked the browser console for errors, but there weren't any. Oh well.
The layered music is a nice touch, but it goes out of sync after a few minutes, probably thanks to the web build.
I would've loved some hints about controls, because it cost me a lot of mashing to find the keys for changing and closing open documents.
Good entry, rated highly.
A very complete entry. The character controller is finely tuned, I like how deploying the balloon takes into account existing velocity, instead of immediately yanking the character upward, it adds to the skill ceiling.
One thing I'd request would be making the death/restart sequence skippable or much shorter, including the screenfade. Sometimes I died a lot at the start of a level, and I was watching the animation about as much as playing. I'd prefer to just immediately respawn.
Hey! Sorry to hear you had problems. The FOV is reasonably high - 85 deg vertical. I think it's the lens distortion effect that's giving you the most trouble. The default Unity shader for that is rather bad and I've always had trouble adjusting it to not screw with screen edges, but I didn't expect it to cause motion sickness. That's the unfortunate part of doing VR dev daily - you have no idea what causes motion sickness anymore, because you're so immune to it.
The video is private, so I wasn't able to have a look.
Thank you for giving it a try :).
The animations really shine on this one, it's really rare to get hand animated pixel art during jams, well done.
My only gripe is that the gunplay doesn't feel great - it's alright and works, but could really use some particle systems, camera shakes, and a little more "oomph" on the audio side of things.
I'll add my two cents: with a music loop that short, it'd be useful to intertwine it with silence or ambient sounds. The distances between boxes and buttons can get really long, and that just makes the player wait while holding a key, perhaps smaller but more complex puzzles would solve that.
The spritework was very pleasing to the eye, and I liked it.
Good looks, servicable sounds and UI, but (for me) it was barely playable. I'll be blunt:
It's *slow*. Takes too long for the character to traverse, takes too long for enemies to complete their turn. I'd like to make meaningful decisions, but there aren't any to make for the first few turns, and I end up staring idly at the screen. This would be hard to swallow for a full production, it's even worse during a game jam, where there's dozens of games to go through, and if a game doesn't give the player something to act on right away, it's going to suffer in ratings.
In my eyes it needs a few breadcrumbs in the beginning, snappier movement, and speeding up turns of invisible enemies.
I do applaud attempting to make a tactical (and functinally complete) turn-based game during a jam. There's a ton of systems to make in a short span of time. Kudos.
I appreciate the tooltips explaining what everything does. A quick overlay saying what is expected of the player would be a good addition, too.
I couldn't find an explaination of how and why there are more traps spawning - is it a function of time, or money spent on a particular lane? It made investing money a bit confusing.
Nice watercolor-like aesthetic.
Thanks for including instructions in the comment, I'd be lost without them ;). The game is short and to the point, no complaint there. Could use a little more fluff with simple particle effects and SFX. The stingray isn't much of an obstacle, perhaps complicating the level layout with some additional walls, and introducing intertia to movement could be a way to make it more challenging?
Solid effort :)
Well thought out and carefully done. There's a few nice things here that ease the player into the game, like the initial rooms that teach the basics, no instakilling, the clear interactability indicators and key prompts, which I massively appreciate in a game I only have a quck moment for. The game explains itself very well with graphical and sound cues.
Well done, rated highly.