The government is corrupt
And we're on so many drugs
With the radio on and the curtains drawn
We're trapped in the belly of this horrible machine
And the machine is bleeding to death
That's alright, this sort of thing happens.
In my experience, the best way to avoid this sort of situation is to make a game with as small a scope as possible, even more so in a jam. To aim for a very clear and delimited gameplay loop, so all the efforts can go into highly concentrated droplet of game. And it helps avoiding featurecreep and the like too. Because if you know precisely where you going, you can also tell if a feature is necessary for the game you're trying to achieve.
I don't know mean this specifically for your game, it's just what I came to learn after a few years of making game and repeatedly not having the time to do things properly. I hope it helps :]
Thanks!
We wanted successful evades to feel really important, spectacular and satisfying, hence the significant speed boost. We acknowledge that it can be a little hard to control sometimes, but all in all worth it. Plus it creates some cool moments just barely steering away from obstacles at the last second.
Also we play with FOV to make it seem faster than it actually is :]
Alright. If you want to make skyboxes, I recommend making a 2:1 canvas in Krita and turning on the features that tiles the canvas endlessly. It helps making seamless textures. And you can get a sky-esque feel with just a vertical gradient and undefined potentially blurred brushstrokes. Also keep in mind that the closer you get to the middle of the height, the more that part will be stretched vertically in-game, so that's where you want to put the highest density of details. Finally, when you import the texture in unity, it has to be a cubemap.
Hope this can help, have a good day.
Oh this is great!
I really enjoyed it.
Although, in the later levels, it would really help to be able to pause time when deciding where to send knights, there is just too much to manage. But that's my only critique.
Also I couldn't figure out a winning strategy, I always die at the big rush with a thousand demons. But that's just me being bad.
Yoooo this is really cool!
The game is unfairly hard but not that fun to play, but
But
The vibe is incredible. I absolutely adore the narrator's monologues, I like the way it's voice acted, I like the voice, I especially like the things he says. It creates a really enjoyable and unique identity for the game. I just wish I didn't fail so quickly so I could hear more of those great lines.
Also the skyboxes look really good, did you make them yourself?
Honestly pretty fun, but man, it's soooo hard. Also it took me some time to figure out that you didn't control the creature, but dragged things towards or away from it. That being said, it got me pretty invested in feeding this monstrosity, and the vibe is cool. Couldn't clear the third level though.
The concept of the game seems really interesting, but it's just soooo hard to understand. It's very unclear what you have to do in order for particles to fuse into bigger ones. I even had trouble understanding how to feed things to the black hole. I think the game would be pretty cool with a little more guidance and explanation.
That is true, the evade timing is a tad hard to read. Maybe we could add a little circular VFX expanding from the player upon using a dodge to show the radius of its effect.
Also the player's projectiles were imagined as bombs meant to be used at low altitude. We actually already gave them a bit of forward momentum to help with visibility. Do you have any idea on how to better fix this issue?
In any case, your compliments are really touching, and your critiques are on point and constructive, thank you~