Thanks. I glad you like it! The idea was a rouge-lite Dave the diver kind of game, and I think I kind of pulled it off.
There is a key feature, The boosting system, that never got explained, even in the tutorial text. On the left side of the skills there is a check box you can click if you have at least one rune which will allow you to boost your skills. The numbers at the front of the slash (or the only number if there is no slash) is when the boost is unchecked. The number on the other side of the slash is the number used if the skill is boosted.
I gotten quite a few comments that battle is not intuitive, I think I'll learn how to make a tutorial pop-up plugin for future games. Thanks.
Happy Spin Games
Creator of
Recent community posts
That's okay. My game is large file wise, the rar file in particular is 2GB. I tried to slim it down has much as I could but to no avail, even accidentally deleted some music and textures in the process. It looks like this will be the minimum size for an unreal game.
I was hoping to get your opinion on if I made it friendly for those with sim sickness, but lucky for me FG did make some really good points that I learned from.
Thanks for review. I did have intentions of having different camera angels particularly for fights or points of interest, and how the camera would change would depend on if you have sim sickness mode selected or not (i.e fade/teleport or smooth movement). But I was running out of time and rushing to get it done.
I was actually inspired by Dan the Diver games you streamed. I think I made the game my own, so it's not considered a rip off. But like that game I was hoping there would be enough random "Escape pods" to be able to get one without running out of time. Actually, what I should do (and may do it still) is every time you kill a blue bug alien, it adds a teleporter to where it was.
Thanks for the indepth review of my Game. I appreciate it.
Yeah, I should of deleted the Accessibility in the options. I'm Deuteranomaly colour blind and it wasn't working, The decals in the start were suppose to blue and the Player stuff was also suppose to also be blue for Deuteranopia (along with a purple tint in the red rocks) and the Enemy stuff was suppose to be Purple for Tritanopia. It was working, and then I broke it just before my first submission. IDK what happened. I don't know if the options weren't being saved or not access right. I also dropped the ball on Protanopia colour blindness.
For clarity:
Deuteranopia was suppose to have Blue/Red contrast with purple tint for background stuff.
Tritanopia was suppose to have Green/Purple contrast.
With it off, the contrast is Green/Red.
It doesn't work.
Also the Motion Blur wasn't working for sim sickness (cause I forgot to add it) but I think the camera has no lag no matter what option you put for sim sickness. So I just patch in turning off Motion blur, so no matter what you did, it /should/ be safe. I don't have a QA and I don't feel sim sickness, so I just try to put on the various setting mentioned in the Game jam page. I think there is an issue getting the options selected. I wanted to focus on these two issues (Sim sickness and colorblindness) cause I know it's common in the Halcyon community, but I failed on it. When the Voting over, I will go back and fix these issues.