It's definitely still a great game, especially after that short amount of time!
Looking forward to seeing what you can make of it.
Beautiful ASCII art style, loved the look of the game. I made it to Sector 16 and then the exit seemed to be behind a wall with no entrance to it. Admittedly, I quickly focused on the game instead of the text, so I missed out on a good bit of it. I also love the idea of the paths you've walked collapsing behind you, very poetic.
I sadly didn't understand what integrity, output and energy meant and did, and also what the "&" and "z" enemies/obstacles did. They seemed to disappear once I ran into them with no further consequences.
I'd also loved some 8-bit chiptune in the background, or something of the likes, to not play the game in full silence (the silence could of course be a stylistic choice, so I may be in the wrong here).
All in all a cool little and beautiful game!
A fun little game! Loving the Game Boy aesthetic, brings back memories. I also enjoyed the different interesting power-ups you could find, like exploding cancer cells, that's definitely a one up from plain stat-increasing power-ups.
A bit of critique:
I think healing is bugged, as neither the "+" doors nor the "+1" doors seem to do anything.
The big dudes explosion is so quick that it seems impossible to dodge willingly.
Also, what do the stream doors do? Do they increase your movement speed?
Additionally to that, realized you could dash only after I found a power-up improving my dash :D
I think the above comments show that having a short tutorial explaining the different power ups and controls be ideal. Else, I feel that with more tweaking, it could become a very fun game. Good job!
Thanks for playing!
Interesting! I also have a multi-monitor setup, but didn't run into any issues with the cursor leaving the screen. Seems like the kind of bug you usually find from extensive play testing on different setups, so thanks for instantly suggesting a solution to it!
Good point. We planned to have a longer tutorial in the beginning where players could learn each mechanic one by one (crouching underneath debris, picking up an item etc.), but had to boil it down to a very short tutorial. So the goal, was just for player's to use all their buttons at least once before entering the facility.
Yup very true. I already answered as to why this may have happened in my comment below.
The monster teleports the first time you enter a new room, to guarantee that you have to deal with it. In my playtests before implementing the teleportation, I was able to lure it into a corner and then complete the whole game without it ever finding me again, because it couldn't pick up the noise I made. Within the fiction of the game, one could say that the monster - living in this facility for a longer span of time - knows ways around the facility (like vents and the likes) the player doesn't. Thus, it's able to seemingly appear out of nowhere. ;)
Thank you for your feedback. The game is nowhere near completion and definitely needs more polishing before it's a full-fledged experience.
It's a fun little endless shooter!
But a few things I'd like to mention are:
It's Very easy to leash zombies. I practically didn't feel threatened by the zombies at all during my play session. That's why I think more variants for the Zombies (like sprinters, tanks, some projectile shooting enemy etc.) that add challenge would be great. I was also able to stand still and let my companions and turrets do the shooting from wave 9 on out, so the enemy scaling should be much steeper.
Smth seems to be set up weirdly with the project, because the game kept starting SteamVR and my VR headset. You should check your Unreal settings and see if there's a checkbox controlling that!
Aside from that, I think Lucis mentioned a good few points and still want to congratulate you on a successful submission!
A cool little platformer, where the controls generally feel pretty good. Also: very fair checkpoint placement, that allowed for a lot less frustration during play. Generally speaking, I agree with what Lucis commented, but I'd also like to add a few more things.
The parallax effect in the back- and foreground are a little too "aggressive" for me. Usually (at least I think that's the case) the further something is in the background, the slower it moves across the screen.
There's also no parallax when moving vertically (e.g. jumping or falling), which is just a minor critique I noticed.
I'm not sure if I experienced the end of the game, but after interacting with the water purifier (?) at the end of the third level, nothing but an overlay text happened. So it may be good to make the end of the game clearer (if that even was the end of it).
I also experienced a few little bugs:
Second level: the little buildings in the front of the background were jittering when moving to the side. Jittering gets worse in the third level.
Second level, during the passage where you have to walk over a temporary-plattform to get into a skyscraper: even with sliding, it was kinda difficult to get inside of it. It seemed that getting inside the building just randomly worked after a few attempts.
The intoxication indicator (?) on level 3 doesn't reset, even though it starts from the beginning once you go outside again.
It was still a fun little experience, and I can definitely see that a bit more polish could make it feel like a very solid platformer. Good job!
A fun little experience! The car destruction is great, and I also think that the driving feels good. It definitely gives off major twisted metal vibes ;)
The first little issue I had with the game is, that the pillars of the geometry around the actual arena can obscure your own car, so you can get lost behind those pillars.
The other problem is, that the AI tends to destroy their own cars before getting to all 10 checkpoints. I once even tried to idle until every other car was wrecked, and easily managed to win without any danger whatsoever.
If you continue working on this game then I can definitely imagine a great game with a selection of different cars with different stats (maybe even customization), more levels and multiplayer (wrecking my friends into raging madness sounds amazing with this type of game).
All in all a strong entry for the jam though. Great job!
Very interesting real time card strategy game! Played through it on difficulty 1 and 2.
Difficulty 3 seemed impossible, because once you had 4 enemies against you with just the starter deck, they'd kill you in one turn even if you go for full defense. I also only played with card cost on.
It would be great to approximately be able to see how much damage the enemies are going to deal (maybe in a range from y to x), just so it's easier to decide how much you want to shield up in a round.
Another thing that was rather frustrating than fun was, that single target damage would switch targets. That essentially made single target damage very weak compared to multi target damage, as you are never able to kill anything.
I prolly experienced a bug at the final boss, because cards I played kept returning into my hand. So I could quickly stack infinite energy and shield with two cards and just steamroll the final boss.
You always healed to full after a fight, so healing at the campsite is prolly a remnant of earlier development.
I'd also wish to be able to deny card rewards after a fight, because some good decks of mine got ruined by suddenly getting 6 repairs from 2 fights :D
But all in all a fun entry, and I can see it being developed into something very fun.
Fun little game with a nice aesthetic.
The crosshair dragging behind the mouse cursor was a little more frustrating than fun to me, but that could just be personal taste.
I'd also prefer the game window to be a little bigger, cause mouse movement just felt a little crammed to me.
Would have also loved to see the earth actually shatter as a final animation, but that is also just a little nitpicking.
But nonetheless, pretty cool, especially with only 10 hours of work put into it!
First and foremost: Great game, stupidly fun.
Made it to day 9 with a score of 3380 points on my first attempt, so I think I've seen what the game has to offer.
It captures the spirit of an overcooked-like frantic management game perfectly, and I thoroughly enjoyed it. At the time of writing this, this is definitely my favorite game of the jam, and it'll be hard to dethrone it.
Some minor nitpicking, cause we can't go without that ;)
The sun's reflection made it so the item on my counter at the very right wasn't visible at the start of the game (also sometimes in the midst of play). I did quickly figure out that that item had to be a triangle, but it's just a minor detail that can be improved.
Sometimes it seemed that customers approached my shop with a little more than half their patience left. I am not sure if that's because they were waiting in line already, or what caused that.
I've also tried to look out for that in particular, and sometimes people waiting in the back of the line still come up to the counter with full patience. So I am really not sure why exactly that happened.
Sometimes people queued up behind other people, that weren't even at the shop yet. I can definitely see why that happened from a programmer's POV, but it's a minor thing that can be improved.
Sometimes people also walked a full circle around their goal position in front of the shop, which seemed like a funny little bug to me :D
If the player moves the mouse towards the bottom and top edge of the screen, the camera starts moving. Seems like a remnant of a feature that isn't used anymore, and thus confuses more than helps.
The endless mode of the game sadly becomes impossible once you don't start the game with enough water, because once you have to do smth else than serving the customers, you pass out of thirst. So maybe giving the player some extra water to help after passing out would be a good addition!
But all nitpicking aside: An amazing entry for a wonderful jam. 4.5/5.
Thanks for the extensive feedback!
The 3D art and animations were taken from different sources. We had to do some tweaking and cleaning of some models and animations, but we didn't think that was worth mentioning in the credits.
- Very true. We were experimenting with that, but didn't get it stable enough before we ran out of time. It's definitely a feature we'd implement after the jam ends.
- Definitely something to keep in mind for further development/future projects. Thanks for the ideas.
- We were also working on an indicator, but as always, time was running low, and it wasn't stable enough for release.
- Did you by any chance shine the flashlight towards the creature? It can in fact also detect you shining light at it, so that could explain it following you even if you crouch away!
Else, just a quick explanation for the monster walking towards a sound: depending on the distance of the sound, the monster chooses a random location close to the sound source (the further away the sound, the bigger the radius of the randomly chosen position). That means, that it may sometimes randomly move to a position you crouched away to. So that could also be why you experienced it seemingly knowing where you are.
- Fair point, and to be perfectly honest with you, we recorded this audio log before finishing all features. So currently there are no actual lockers you can hide it, and you can only crouch away from the monster. That was a slight misdirection on our parts, but it'll again be something that'll definitely be added after the jam.
- That's something we sadly only realized right at the end of the jam. The problem is, that our chosen render pipeline in Unity didn't support ambient occlusion in builds. So in the editor the game is much, much darker and the flashlight is necessary to be able to navigate through the labs. Changing the render pipeline sadly often takes much longer than you want it to, so we decided to leave the build as is for the jam. Again, for future versions, we'd prolly switch the render pipeline to be able to use ambient occlusion to its full effect.
Thank you again for your extensive feedback, and I am glad you and your friend enjoyed our take on the Apocalypse Jam!
Just completed the game, it was a lot of fun and I really liked the concept! I just discovered a few things I would change along the way, so firstly I think the edges are too slipery, sometimes I just fell of the edge of an platform without moving at all. Moreover the clock doesn't reset properly if you die by spikes. Lastly you should be able to regulate your jump height, as bonking on something while jumping is just a very frustrating experience.
All in all I liked this entry, and hope to see this game be fully finished.
Edit: I also think you should put in a menu when pressing ESC, as quitting instantly isn't something people are used to.
Wow, that is awesome! It‘s the first time someone let’s played a game I developed 😅
The mechanics, gameplay, animations and models are kind off raw, but this is due to the fact, that I have created this game all by myself within the 3 day Geta Game Jam.
If you are interested to see in which direction „Cuckoo“ will be going, be sure to check this page up regularly, as I am going to keep developing.