Cool effect with the ground and I like the aesthetic of the game! I am a sucker for neon.
Sometimes I would shoot at an orb a few times and the bullet clearly goes through it but does not collide until I reposition to another side.
And the timing of the beat doesn't seem entirely accurate. It seems to shoot a bit before the dot reaches the circle on the visual indicator. I cant comment on audio accuracy as I am using bluetooth headphones and there is no way to adjust the sound offset which is common in rhythm games.
The only audio appears to be the same constant beat. It would have been nice to at least have a gun sound effect.
It is an interesting and good concept that just needs some polishing and extra content and music.
GravByte
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Shrexy 💀🤣
Well that was... an experience
Lighting excellent but seems to be using ray tracing so may not be playable for everyone.
Characters and animations are... steamy. Dialogue is funny and artwork and environment design is great! And the audio is decent. The AI kind of jumpscared me the first time I ran into it but after that I found I could easily just outrun it and fool it into leaving me alone and wandering off.
In the paintings corridoor, there were a door opposite and I walked out into the white abyss and just fell with no way back and nothing else happened. I forced closed the game as there was no button that would take me back to the menu or close the game properly. Upon trying to relaunch I get an error and even deleting and reextracting the game again still fails to launch. So I was not able to complete the game or go further than that.
LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 991]
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed
at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:663
with error E_INVALIDARG
Crash in runnable thread Background Worker #4
A lot of fun! I should not have just skimread the description because I first missed the controls for the gun so I was confused what the purpose of harpooning the enemies was. I made it to level 4 simply by dodging out of the way and staying near the top where there is a delay before they fire at you. Eventually was taken out by colliding with one as there were so many. Then I found the ability to shoot back and now I understand the use of the theme a lot more. I found it easier to get further just avoiding the enemies though instead of trying to shoot them out the way. I love the way they get launched off screen.
The graphics and audio are a bit simplistic but I really like the harpoon animation, physics and UI.
I have no idea what happens after stage 4 as I was unable to reach past half way through stage 4 after a handful of attempts.
Good concept! Love the character animations and designs. It took me a while to understand how health works in this game and it is very awkward shooting as the burgers as they fire in the direction of movement with no way to aim otherwise. I also wasn't finding much benefit playing as the slime. I found I died a lot more as the slime.
It would also be great to have some background art but I appreciate the lack of time.
I do really like the concept of becoming the enemy characters though.
My high score was 221
thanks for playing and reviewing!
That is an interesting idea. I will take that into consideration for a future update.
The original idea was to have the ability to allow up to 4 players to each control a car using either controllers or multiple devices (not yet implemented) with ai filling in for missing players.
I could add some kind of indicator for what fire type each weapon has but i feel that can be quickly figured out. Currently only the minigun can auto fire while held down. The machine gun fires in bursts of 3 but if you keep tapping then you can basically auto fire.
The bots are super basic currently and just fire towards the nearest player constantly with randomised movement but i have plans to improve this given time.
Good luck to you too!
thanks! Yeah they are a bit difficult but if you keep moving then you can stay ahead of their bullets. They always shoot towards the nearest player and their movement is randomised for now.
The concept was designed around being later adapted into couch multiplayer which will work a lot better. But thats not implemented yet for the jam.
Not sure how to win a level. I just skipped through each one after eventually failing. Not sure the purpose of endless mode.
I like how later levels have some that you cannot let hit the ground and need to avoid shooting. Makes it more interesting and challenging.
I noticed that shooting the top row counts though.
Interesting concept of Jenga with a gun!
v1.0: Could not run. Seems to be missing files. Only contains the exe and a handful of the content files.
Edit: Interesting concept. Good use of the theme too! A lot of creepy unsettling noises. I sat through the whole thing, read the notes and waited to be released.
Then I restarted, ran up to the shotgun and....
Its a cool experience but would have been better with some form of gameplay to do other than reading and pacing around the room. Some kind of tangible threat aside from the noises. But other than that I liked it
thanks for playing and fair points.
This is only day 1 so far so I plan to make further changes either just before deadline or after so I will take your feedback into consideration.
I initially had the mines with emissive caps. I removed as I thought it was too easy. I can add them back and gather more feedback.
Yeah, the vehicle handling is a bit messy. It's my first time dealing with creating a vehicle. and I left the parameters for the handling default. It is fine if you drive slowly. But otherwise, I felt it was more fun having whacky physics, and adds an extra challenge. I will be tweaking this still.
Thank you! Really appreciate it!
yeah, that slope on the panel was an issue I noticed in development. But adding a cube collider instead meant that sometimes the player collider will get pushed back as you lean over it. I was thinking of changing the character controller step-up value but I wasn't sure if that may cause other issues and was short on time when I noticed that issue myself so didn't want to risk any further problems.
Now I think I should have put the buttons on the slope itself at an angle.
Actually I think it is better with only level 3 being that explosive. It came as more of a shock and was more entertaining that way. Although it did make me think it was not intentional at first as the others didn't react the same way.
I thought of picking up auto hand but I cannot decide if it is worth it or I should focus on just making my own implementation. Do you feel it is worth it and something you may feel like using often?
You cant really go wrong with chaotic destruction! Good fun! Like the concept and use of theme!
The throwing physics were a bit rough. The bowling ball would hardly throw at all no matter how I tried, and the box would often go flying through the roof. On level 3, everything practically just exploded and went crazy which was a sight to see.
The player collider is a bit too big. It would knock everything off the tables and also made it much harder to throw as the object or my hand would collide with the player.
Played the jam version.
Could only get up to level 5 though because it failed to load anything. And pressing the reset button didnt do anything.
But it looked interesting and I like the concept. However I don't think I played it correctly as I was able to just ignore all obstacles by maintaining max height, then just fly in a straight line to the objective and drop the package on every level.
Controls were a bit slow to react and wouldnt reset between levels. It is also hard to tell how far I have set it to steer so it was hard to stop it from rotating.
I love the usage of the render textures for the camera views.
Thank you for playing and commenting! Also going through as many as I can now. Just played yours haha.
To get the rocket to launch you have to destroy all of the enemy weapons first so they cannot shoot it down then the rocket sign will light up and you press the big button to fire it. There is nothing to do after this point though other than wait and watch.
Love the concept and the idea of chucking babies off an airship as a penguin.
Voice lines are also good!
The menu scene is gorgeous too! And I like the environment design! Although there is a fair bit of visual clipping.
I found the controls a little bit awkward because it was hard to get the ship to stop turning and it was uncomfortable trying to steer and adjust the speed together while also looking over the edge to see. It would be nice if there was a window in the floor or something as it was really hard to see below and line the ship up.
I also found it a bit nauseating with all the movement and turning so I couldn't play for too long. Especially after I got randomly flung off the ship whilst holding onto the rudder. Then there is no way to get back up after you fall off. And no way to restart without restarting the game.
The penguin wings also appear to be attached backwards with the Quest 2 controllers as I noticed they were completely twisted unless I held the controllers at a strange angle. But it is a nice visual effect to have an actual body. Although it made it harder to look down at the town as I couldn't see much past my body so maybe not the best kind of game to have that feature.
Great work! Game is clear and easy to understand, although it took me a few parcels to realise that I was meant to be wrapping some items individually based on the list and where to do that.
I completed two shifts of the game so it is clear there is replayability, although it may get a little boring after a couple shifts unless it had some kind of other goal and objective or change in difficulty and complexity.
Mechanics work perfectly though. I even tried to purposely break them after I finished with it but the only issue I could cause was get the door on the wrap machine to disappear and act up after putting one of the boxes into it or multiple items. So the game is pretty solid.
The graphics look good too and nice texture work. It is all coherent. The only thing is there is a lot of aliasing which could maybe be reduced.
The theme is clear however I feel that it could have more of a 'special' element to it rather than just 'delivery'.
Played the Jam version. But cool to see you have kept working on it with improvements! As I haven't seen them my comments are based on the original version so you probably fixed most of these issues I am going to mention.
Really liked the game! Completed it first try and it was fun, interesting, had some challenge but not too difficult or too easy. Tutorial was super clear so I had no trouble figuring out what to do. Environment nicely laid out. Also a good length for a jam game. Although doesn't have any replay value. So about 5-10 mins of gameplay time total if you don't fail.
Graphics are very good for a quest build and with the time available. Ran perfectly too. Zero issues with performance or graphics.
The intro spinny scene did cause me motion sickness right away so I was quick to click play to get rid of that. The space movement also made my head hurt a little as I am still not great with that kind of locomotion however it was far better than expected, enough to at least complete the game. Glad it had snap turning and was not too hard to keep myself still or I would have stopped playing immediately.
That turret section was unexpected but really cool! It would be nice to know how much health I have though as I thought I would die if I got hit once but I survived two hits. Didn't find out what the limit was.
As far as the theme goes, it was very clear and well-implemented. If I had to nitpick, I would say it was maybe a bit too obvious of a theme as it involves being given boxes but I love the use of the tapes and having useful items given needed to progress.
All in all, great job! May have to try v2 at some point or a future version.
I think we know who is winning here lol. From reading your page description I am shocked that you did this in such a short time with such good execution. Brilliant concept, well presented, and even included a tutorial that was pretty nice to see! Although it lacks a tutorial for the stop and follow mechanic so I wasn't aware of how to use it while playing and accidentally triggered it on the second level causing them to stop and I did not know how to get them to follow again.
The graphics work really well despite the simplistic style although you could see on the second level the environment design start to fall apart a little in polish compared to the first and the intro scene indicating it was added last minute. But the mechanics and puzzles are nicely designed.
A few issues I encountered were that sometimes the ducklings get stuck on something or each other and fail to climb over a small ledge unless another one pushes it so I had to go back a few times to pick them up. But it does make sense in a way and adds some personality to them as it is like them stumbling a bit and needing some extra help.
Also sometimes the path finding of the swan body would also get stuck and the neck would just be stretched really far until I go back and retrieve the body.
I really think you should pursue this game further and give it a full release. It has potential.
Ok so here was my experience and feedback.
The sickness definitely got to me on this one. It was a bit more extreme than I was expecting. And there were no comfort options. The movement is cool but could be better refined. Also trying to stabilise myself, I still found myself slowly gliding away and if I held down the stop button the camera jittered.
I first tried it without reading how to play to see if I could figure it out. I eventually saw the order notes and the menu and figured out what items were what however I had no idea what to do from there.
I then went back and read the how to play section and all it says is to put items in bags and then take them to tables on the red spheres. Well every time I tried to put an item in the back, they fell straight through and through the ground so I wasnt sure how to get them to go in. As well as this, I saw there are things to prepare food like a fryer and cutting board but didn't get far enough to be able to use them as the order notes got stuck in a corner I could not reach from floating about.
But the concept is interesting and I really loved the environment design with the food truck on this tiny planet and the star looked amazing.
Pretty cool little game! The story is interesting and I like the character lines. A couple of nice puzzles. It would have been cool to have some kind of action or more intricate puzzles though.
Also I am not sure if there is any audio. If there is I couldn't get it to play. But I will try it again if you let me know that there is.
I also did not know about this cool software used to make it. Might try it out!
Genuinely anxiety inducing and tense. I beat it on first try so I had to go back and find out what happens if you get caught.
The cutscenes are very well done. I love how the text appears and the flashing time.
The audio is super well done. Very effective. Although sometimes the outside audio would play whilst inside the church. Not sure if intentional.
The aesthetic works very well.
The only issue is that I am not sure what the purpose of turning the torch off is. As I did not notice any difference in behaviour by the ai when it was on or off.
Great job! Seems very well made for the amount of time available and fun
Thank you for the feedback!
The theme is explored through the player ignoring the monster to decrease their anxiety as not ignoring it meant that it increases and would cause you to fail sooner. But ignore it too much and it would find a way in. I agree it could be clearer.
The cover was done last minute by me as our artist was unavailable on the last day. I just generated a few images in midjourney and jumbled them together in photoshop with some colour adjustment and overlays so it doesn't match the game graphics. I was thinking more like the cover art for old game boxes which tended to be much more graphically detailed than the basic pixel art graphics the games had.
I didn't want jump scares to be a big part of the game so kept it toned down and wanted a more tense and suspenseful atmosphere instead, with it slowly coming to find you once inside. But I definitely could have made the final moment more of an actual jump scare.
I will see what I can come up with and release an update when the jam is over.
Appreciate your time!