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Game Dev Elliot

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A member registered Apr 05, 2024 · View creator page →

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Phew. Completed it. I like puzzles, and this was a challenging game which tested my limits. I had to learn the layout so that I could speedrun through the level as quick as I could. It helped that I stumbled across the fact that you can hold shift to move faster. That should probably be mentioned somehwere. I got tripped up several times on the slide puzzle, because I didn't know where the pixels on the border were supposed to go.

From a technical standpoint, I think this was one of the best games in the jam. I really liked the dynamic music, the flash light. The grid based movement reminds me of an old game called Sapphire Yours.


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Is this what it's supposed to look like? It's quite hard for me to navigate. I love logic puzzles, but I couldn't even find them.

I enjoyed the narrative and the voice acting at the beginning, and felt gripped, but unfortunately my experience of the game was limited, probably due to the limitations of my hardware.


Hey, you're right! I didn't think to use the bumper buttons. I just assumed it had to have been one of the face buttons. That's smart how you implement the aiming system to work with both a pointer and an analogue stick. That to me is worth some bonus points.

p.s. I still haven't figured out how to navigate out of the menu if it's triggered in the game phase. I actually meant to say it's hard locking me, regardless of which input device I'm using, but such bugs are to be expected in a game jam. My game doesn't grant you the push ability if you've spawned from a milestone. An easy fix, but waiting now for the end of the voting before I update.

I really liked 3D environment, and I believe there is beauty in the simplicity of the game idea.

I think it would be nice for the gun to shoot directly at the point the player is clicking on, even though it's being shot from the hip.

It was frustrating to have to keep clicking on a non default ammunition type each time I wanted to use it. I also managed to crash the game by running out of bullets.

Overall I think it has a lot of potential to be a fun arcade game, and I can understand how the 'learning' theme is supposed to fit into it.

I like the graphics, the style, and the concepts, but was a bit frustrating to play due to the lag.

I had to jump well in advance of getting to the platform edges. Towards the end of the game there was a platform that if I tried to jump off it, Instead of jumping in my intended direction, I wasn't able to gain the momentum I needed to get to land. It was easier just to walk off this platform.

During the keyboard sequence sections, I didn't quite understand it at first. It was like I had to mash a key, but not too quickly otherwise the timer would count up, and if I mash it a little slower, the timer gradually comes down. Probably the lag is affecting the input somehow.

I am still impressed, and if I try to imagine the game without the lag, I think it has lots of potential. It would be great to see the game with some of the narrative implemented, and maybe some potato friendly graphics options.

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It's clear that this game has been made with care and attention, with consideration of style, and the game-jam theme. I appreciate the bespoke character move-set.

I noticed that when you pause in-game, you get soft-locked.

Also, For a moment, it felt like I could use the game pad, but only the normal movement and jump is mapped. I guess that has something to do with the default input actions in Unity.
Edit: I figured out how to use the game pad.

I've literally never been so motivated to learn my times tables, and I loved all the little touches like the bobbing and the camera shake. It's a perfect little fun game jam game.