В целом, начать без геймпада можно, просто жми enter после вступительного ролика (перед этим мышкой по экрану нажми, забыли пофиксить:)). Но игра рассчитана на 2 человек, так что может работать неправильно
JonnyTaiL
Creator of
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Hi, after heartlessly killing and kidnaping a lot of phantoms, here what i have to say.
The game is trying to kill my gpu, 10 fps outdoor is kinda strong :)
so i would have fix it in the first place.
The idea is pretty simple (in a good way). Also cool particles make the process of dealing this phantoms more entertaining :D
Good luck with developement
Hi, made it through few waves, it was pretty fun. i kinda like the character model
( feeling some psychonauts vibe :D )
As for problems:
-the game is a bit too dark
-there is print string when you hit the ghost :)
its pretty easy fix actualy, just set package config to shipping (img below)
To sum up, it's a good project, especially for the first one.
Its great that you've found time to take part in this jam :D
Good luck in Gamedev journey :)
Cool idea to share some dev process details, so let me tell you all a bit about creating ShareYourTreat :)
The level itself was made with modular set created in Blender (just like all the other meshes in game). We decided to make low poly from the very beginning so we made a ColorAtlas that is used throughout all the game models (should save a bunch of draw calls).
Also we find Cel-Shader (dividing light on a few levels instead of soft distribution) work great with low poly-solid color style so we implemented it during first days of developement.
Overhaul, visuals was something that we haven't even argue about, cartoon style came naturaly due to the game idea itself
There is still a lot we can tell about developement process so expect the rest of our team telling you about level design and
character/animations creation process in nearest future :)
Few pieces of our modular set:
Cel-Shader blueprint:
And that is Cel-Shader in action:
Hey, brought you some words to read :D
Just played your game and found it oddly satisfying. idea is simple, end goal is clear, music is atmospheric. Sounds like a perfect ingredients for a great game :D
Creating potions make you feel your progression, therefore the game doesn't feel boring. but it might be a bit too overwhelming for a new player, i had a few brainlags during my playthrough :)
Main issue is UI not being intuitive. Would be cool to somehow separate "ingredients", "Result", "Workstation" icons in the potions book and sort it in different categories like "ingredients" and "Usable" (or something like it)
Also i found some bugs:
-Weed killer have wrong icons in recipe (or wrong description)
There is also 2 potions called Weed Killer.
-Sometimes when you pick up ingredient something like invisible wall spawns in front of you.
-Movement in the house is a bit weird
-Also it might be a good idea to let player walk away from "Use potion sequence" instead of gazing on timer, counting your last seconds:)
Overhaul the game feels great and deserve more ratings in my opinion :/
Good luck with future development!
That's actually good! style (as everybody mentioned) is great. Once you'll add more gameplay to the game, it might become something BIG :D
here is some bugs i found:
-some of the text messages endings (in your diary at the beginning) have a few words duplicated на русском :)
-when i was playing i skipped dialoge with Josef (and therefore had no idea of programmer quest) but dialoge with Lem was written as if i already speaked with Josef
Good luck with future development!
Well, as far as i know, usually you should set different pool budget for diffrent quality settings, i will link a youtube video, it will show how to make all this.
p.s Setting values higher that you have should be alright, but i would rather measure how much vram every quality level consume and set pool a bit higher than that.
https://youtu.be/nElpWI2WH-g
So, just played for some time and:
-OpTiMiZaTioN :D - i have a pretty strong pc, however game was still too laggy
-not enough fuel for your anti-ghost stick (at some point i had like a fue dozens of ghosts coming after me and i had no charges)
-map is too big :D (and a bit boring), i've got lost a few times :) (the map ui wasn't really helpful(might be cool to add your current direction as an arror or smthg))
-Movement is really satisfying :D, almost can feel the inertion.
Btw, here some bugs i found:
-opening inventory disables your controls (probably something with input mode)
-open/close map sound comes with a delay
-there is texture streaming pool budget warning if you set high textures (if i remember correct there is a command to make pool bigger)
Anyway i had some fun playing :))
good luck with the project!