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Jack O-C

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A member registered Jul 12, 2022 · View creator page →

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Thanks for the feedback! I'm just a solo developer who also has a bit of art design skills, I did use a lot of pre made models but still spent a good few days building it out so they all fit together and getting the textures right.

Shame about the sound, what headset did you use? 

Also noted on the interactions, I'm going to be revisiting this project to expand on it so this is all super helpful feedback. I think if you had issues with the sound, it would have heightened the letter jumping to the table more for you. The narration reads the letter so my presumption was once it has been read to you, it is no longer needed, but perhaps that isn't true. I think it would make sense to have it remain grabbable so it can be revisited if you want. Perhaps at the moment I'm being too heavy handed.

Ta for the thoughts, really helpful 

No need to apologise! These were things i sort of hid knowing people would only play through once, especially since i kick people out at the end. Also sorry if I sounded defensive, wasn't mean to. I really value the feedback as I definitely want to continue developing the narrative!

I'd love to try your game too, I'm away for the rest of the week so will miss the reviews sadly, but I'll try it once I'm back with my headset. Interested to see how you guide people too, it is indeed a challenge!

I think as I build on the narrative in the future, I'd like to add more options and branches to the narrative as you suggest. I originally had a few simple interactions in the memory scenes, but I felt that they distracted from the story and therefore felt a little out of place, but if I can build up the world to offer more interaction then maybe they'll feel a little more at home.

I took inspiration from The Book of Distance which I played a few years ago (I'd highly recommend it if you haven't tried it). In that, there are subtle interactions to trigger the narrative to continue which really helps bed you in more.

As a note, the slight consequence of which order you choose the objects means that the final object you select will have its own unique audio. But currently, that is all.

I'd love to expand on the story! It feels like there is a good foundation now to tell more about that world. I'll for sure circle back to this project in the coming months

Thanks! I was indeed pitching for something a little different, I'm glad that it is provoking a reaction from people.

The story is fictional and so are the people, as you say, the selfie photo is AI generated but the gravestone is a photoscan of my grandfather's stone, then I replaced the text in Photoshop to make it fit the story

Amazing, thank you for the kind words!

I wanted to avoid movement to try and keep it simple and focused, but I did come up against some issues with Interaction Toolkit where recentering didn't quite work as expected, I understand that is a Unity bug as it used to work, but I didn't get chance to look into it in great detail. Sorry you had to resort to parkour haha! 

Thanks! And the story is pure fiction

Thanks for your comment, I didn't think about the white at all. It's a pure unlit white, and you are probably right, it should be an off-white for sure. I would have loved to add a bit of bloom to those scenes too, which I think would soften it a little bit too

Played on Quest 2 using the APK and had a very good time. The gameplay mechanic is nice and simple and well executed, I love puzzle games and this was no exception. Visually I thought it looked really polished, the lighting and shadows are really nice! And the colour palette is very calming to match the music. I would have appreciated a rotation control with the joystick of the controller, but otherwise, I thought it was very easy to get going. Perhaps a level counter may help track progress, but overall I like it!

How fun! I finished in 418.27s. I really liked playing. I see in your description you wished you had added sound, having read that before playing, I imagined my own soundtrack which made it feel jaunty and fun. It felt like the line had a mind of its own which would fit with that light-hearted feel that I prescribed it. I think the water looks really cool and a very inventive way to create the river walls out of cubes. I quite like the boxy art style too, I appreciate that the checkerboard texture is throughout so it feels consistent and intentional.

Such a wonderfully weird, yet enticing game. My exploration side took over a little and I started trying to climb on things and trying to throw a ball through the hoop (I wasn't successful). I like that you've given the world some depth with the lore, and I think the way that delivering through the computers and clipboards means that some stuff can get missed (but I feel the same with Boneworks & Lab). Saying that though, the interactions, objects and labels for the various meats around the facility paint their own picture that I think is really interesting. I especially like having to plug the socket in to get a meatball every time - silly but feels just right. I could totally see how this could roll out into a wider game narrative too.

Hey there. The simple answer is I simply switched the build platform and hoped for the best. 

But for a longer answer, I usually target quest so the majority of my development had that in mind. Some of the key considerations I had are making sure the meshes are as low as possible as Quest has some kind of rendering cap around 1 million tris/polys. With that in mind, the models I sourced had to be in the 10's of thousands or low 100's of thousand depending on their importance, then anything I made was super low poly with small 3 or 5 segment bevels to give the illustration of realism. 

For textures, I went through each file and set the max res as low as possible, usually with the non base texture files (e.g. normals, height, occlusion) being much more compressed, around the 256 mark. But it's all a balance about finding a happy low point that still looks good. Non of the textures are greater than 4K, most in 1K-2K mark. What I haven't done but, possibly could do to improve performance on mobile, is specifically reduce the resolution further on some textures just for android.

Then regarding lighting, mobile headsets tend not to like anything more than 1 directional realtime light. Therefore each of the memory / white void scenes have 1 directional realtime light only and using a non lit white shader for the background. For the livingroom scene(s). These are lit from emission materials from the two light bulbs and three baked area lights (one outside each window and a small one behind the interior door). Then the whole livingroom was baked with no realtime lighting. The quality was set to high quality compression. I lucked out slightly that this high quality compression played nicely on the quest 2, otherwise I'd have to reduce that compression quality. I also added a load of light probes around the box area to light the non static interactable objects, along with a reflection probe.

So all in all, it was a little bit of educated luck I would say. Setting everything up with that in mind helped the port work well, but I for sure could have spent more time optimising the quest build 

Thanks so much for the kind words and feedback. Learnt loads doing this! Hope you enjoyed the Jam too.

I didn't spend too long on sound so could totally use some more refinement. 10 was indeed 'perfect' score, it is quite tricky to get. I would have loved to have more feedback of placement too, like seeing a target on the screen of placements and such. I have scores logging to a google sheet which i need to add to the description if I didn't already