Idk how I did it, but I did it after a few tries cause I remember trying for 15 minutes to get out but I couldn't. The next playthrough I found the blue orb and THEN went to the key and getting out was super easy that time.
GoldShots
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Thank you for the valuable feedback! I definitely could've connected it to the theme/make it more of a mechanic, I was just struggling with any creative ideas that were doable in the time span. xD As far as first person/third person, I'll likely keep it first person as each level will be its own unique challenge than strictly platforming (like one level being a shooter, another a horror, etc). The feedback on the dialogue, though, is interesting and I'll be sure to ask others for their opinions as it would be a much easier change if that's an issue. Thanks for playing, and thanks for the constructive critique. :)
The idea of needing to coordinate the camera and the player is a unique idea, though I wish there was more puzzle to it. I found that it felt more like a chore to just move the player's camera over than actually using it in a unique way. (Like being able to see objects the player normally wouldn't be able to see). The double level was kind of difficult, but I got it eventually xD. I also noticed that there is a bug when it comes to diagonal movement, where often if you are moving diagonally against a wall, you usually continue sideways if you hold down the input. Aside from those things, the game was great with a very nice visual style, good sound, and a pretty fun 2D stealth escape game. Well done!
You're completely right! Thanks for the very insightful post, it helps to know about the possibilities of communicating information to the player. I think you're right too, that maybe I don't need to ADD a mechanic (aside from maybe a checkpoint system of sorts?), but rather just improve the level design to properly convey things to the player. :) I'll definitely change the level up in prep for the full release, thank you. :)
I love the concept of being able to switch states and switch players. I do wish that you utilized this mechanic more, though, as it felt more like just playing a platformer where you can switch states two times. Level design is hard, but this has sooooo much potential. There are some bugs like weird collision when switching states. Another thing that could be very helpful to the player is simply having the camera follow the character they are playing as rather than teleporting around at certain spots making it hard to know when the end of the level was vs an area you just couldn't see yet. Obviously audio could also add some polish, but overall the game is actually great with huge potential. The art style could be utilized even more in my opinion as it's unique and can make it artistic. Well done! :) (If you ever continue development on this game, lmk! I'd love to try out/playtest later iterations of it. :) )
Very good game! Great take on the theme. The platforming usually felt good aside from not being able to double jump at certain times for some reason. One thing to consider (is probably not intended) is you are able to get the key without getting the blue orb first, making it impossible to get out and you have to restart the game (unless there was some insane way to get out that I wasn't aware of). This soft lock could be very frustrating for some players. The boss fight hitboxes also felt a unfair, but the fight is still very doable. The boss fight itself is very unique, and is an awesome addition that plays into the strengths of the game's mechanics. I did find myself often confused not realizing I could do something, but perhaps this is my fault and not the games, lol. The music felt like it fit, and the art style was pretty good. Overall, great game!
That was it, which is odd because my controller doesn't have stick drift. Probably a bug with interpreting the axis values or something. Anyway, the cutscenes were cool, and I like the idea of a horror-survival esque game. I think especially in the context of a game jam, that less could have been more here. With more focus on one type of enemy, one type of weapon, etc, could have given more time to polish/flesh out level design, AI, animations, etc. The models were very good, though, for making them all yourself! Great job, and well done!
This is unironically my favorite I've played so far. The level design is FANTASTIC, the mechanics were interesting and unique, there were SO many levels, and the sound design was great. The game was challenging, but not challenging enough to ragequit. The cobweb block sometimes felt a little weird or buggy, but other than that, it was all executed well. Good job!
The inverted camera and UI controls were throwing me off a bit, but the game is very polished and done well. It executes on the theme pretty well, has nice graphics, has a great sound design, and an impressive UI! I do wish that you toyed around more with the puzzle opportunities that it could offer so there was more strategy to choosing which blocks to jump off of (like possibly even some verticality to the level), but very well done!
Unfortunately, I had a glitch where it rotates my camera automatically forever which made it unplayable. :( I tried to reinstall it, opening and closing it, and nothing seemed to fix it, so I'm not sure what the issue is as it seems it has worked fine for everyone else. Very unfortunate, because the vibe seemed great and the graphics looked impressive.
Feedback is always welcome! I'll be sure to check your game out as well. https://itch.io/jam/do-you-wanna-jam-2024/rate/2887840
You're right, having some sort of "tutorial" or way to teach the player is crucial, and for a game jam, it's just hard to do that without dedicating a day's worth of work to it.
It's hard to recommend specific tutorials as there are so many disciplines, especially in 3D that take extensive knowledge on to be really good at (and that you likely are above my level of competency anyway), but I find that getting a proper workflow is one of the most important as opposed to 2D. Because you're working in 3 dimensions rather than 2, a change in the pipeline can cause massive issues (like having to retarget skeletons for animation, or dealing with normals and tangents for shading, etc). So figure out or do some small projects to get down what you want your workflow to look like, and don't change it up if it's not necessary. For example, I would make a model in MagicaVoxel, export it to Blender, do what I need to in Blender and export that to Unreal. For animations, I was very careful with using the same skeletons if it were on the same model, etc.
I like the humor, and it's a fun lil platformer. The movement did feel pretty clunky at times, especially on moving platforms or on the sides of walls/platforms. The audio was pretty impressive if you made it yourself, although it didn't feel like it fit, it definitely created a vibe and was almost humorous to me. Great job!
Awesome! It's very short, but feedback is always great! It has seemed to be a bit difficult for many, so I may plan on having some sort of skip button for those who struggle with it. https://itch.io/jam/do-you-wanna-jam-2024/rate/2887840
xD Completely understandable, I tried to optimize it as much as I could reasonably but sometimes you just have to make sacrifices. :) The trash is to get access to the portal to the next level (which isn't finished anyways), so you didn't miss out on much except the rest of the level. Thanks for playing!
I absolutely love your relation to the theme. The levels are great and each one is different. At times, the combat can be clunky due to the knockback. I do think more can be done with the general mode, though, and give more possibility and difference between the two modes other than just panning around. Great job, and great game!
That's a very insightful post, and you're completely right. Having a friend of mine playtest my game, I realized that something I thought was almost TOO easy was still very difficult! I'll definitely be checking out and giving feedback on your game, and if you can check mine out as well, that would be awesome!
This was my first game jam, and I'm seeing tons of great submissions already! I've tried commenting and rating every one that I have played to provide some feedback, and would also greatly appreciate some feedback on mine if you can as I plan on launching it fully on Steam in the future. :) Good luck to everyone!
Very well done. Aside from the boss fight and getting hearts if you've happened to take damage, though, I wish there were more of a reason to use the projectile weapon as it always seemed easier to just suck them up and waste all your ammo. The art was great, music was great, fit with the theme very well, and having a boss fight is always just awesome! Great job!