SOUP TIME ♥
Maultaschenprinz
Creator of
Recent community posts
Everything top tier! Except two things: I feel bad because of the narrative. The fox thinks so bad about the cub D: But it gets me also hooked if it changes its mind later on. The other thing is the trap mechanic. It feels a bit luck based, when the cub has just the right movement power. Nontheless great game! I love it! Too bad I cannot rate it.
Thanks a lot to your feedback! My initial programmer partner was forced change working shifts, so he wasn't able to participate with me so I had to improvise and do the programming myself. And dear, I haven't programmed for several years so this was kinda awkward. It took me waaaaay to long for what I actually coded. But in the future my prorgammer will take on the lead there and fix my errors :'D
So thanks a lot to comment on my main focus, since that's what I am actually doing.
Totally agree on your feedback! I definetly wanted to add lighting and particles, however i run into several issues when implementing them. For the particles I didn't had enough time to code, implement and adjusted them right within the timeframe, because for the core game I needed 5 days and I only had one day for the art. (I was only able to work 6 days on it) so I was forced to cut it. And the lighting. I used Unity 2017 because I am only used to monodevelop and upgrading to 2019 where 2D lighting is implemented would have meant to swap to Visual Studio and boy I only get so confused when the color code changes from the code and to adjust that would have taken too much time. So i totally agree, it hurt submiting without having the visual standard I wanted it to have, but I guess I should be happy enough for people enjoying the art and atmosphere I was able to create with like 8 assets xD
Awww glad to live up to your expectations and nailed it! Ye the slippery will be removed from the game. First I thought it would add to the gameplay but it made it so so sooo much worse and when I tried to removed it I broke like everything so I just let it in for the submission. This game will be updated so I hope you will tune in later for another try.
Awww I'm glad you liked the graphics and setting! That's my main focus and like that what I am actually doing. So I'm happy to get any feedback on it! The controls will be updated and adjustable for the player. I got many different suggestions on where to put the controls and Until now there is no clear winner.
The core idea is cool, but it needs some more effort to unleash its full potential.
First of all, the text is easier to read, when you have a fixed Font Size. Adjust the textbox to the screen/camera size and make it big enough for your biggest text to fit in well. This will help the player read much more fluently. Also it's never a good idea to use black on white brackground for texts. It's too stressing for the eyes on a monitor. You could go for a grey or colors instead and an adjusted font. Now to the intro: It's okay-isch, but you could have implemented it a bit smoother. If I got it right the guys in the car are talking? Or having a phone call. So why not start with "Shit my car broke, I can only move backwards, what do I do now?!" and then the guy response with "I will watch the aliens, drive backwards" and then you just do this for the first few meters with a way simpler obstacle course than you have now. Then the first energy ball appears and the driver says "hey i drive through the energy balls, make sure to get that gun ready, how much ammo is left?" and the other one says sth like "we have 2 so i only need one now" and then you collect the first one and can test it out. Afterwards you can simply collect them through the course. You teach the player the basics while playing the game and have a narrative.
Now to the graphics. The shader is not the best. It works for the game jam, but definetly needs to improve if you wanna continue working on it to make the game more appealing. It looks like what it is, the general prefab from any 3D software. The modeling style itself is cool though.
The course is too hard from the beginning. Also when you do a whole wall with only one way to drive through, you definetly need more visual clues OR narrative to get where you have to go. Or make the camera see more of what's before... I mean... behind you. So it feels more fair.
It's quite a challenge. A good way to adjust the difficulty would be to give more fuel or that the fuel is only affected for shooting at hard to expert or sth. I felt a bit betrayed being unable to move so fast in the game. It feels like I don't have much control over my movement. Otherwise the gameplay itself is really fun.
The game would level up with particle effects, which are not on the same opacity/ same design level as enemies and collectables. Musicvise it's a nice Arcade feeling, but it would be good to adjust it slighty so it won't get too annyoing and still has the retro feeling.
It didn't feel much of a rewind, more like a inverted shooting, but this can be interpreted either way. All in all it's a fun game und you did a good job!
Okay okay okay thats like so much fun to play. And that's the most important aspect of any game. Sooo now to my feedback:
The high contrast works perfectly with the intended mechanics. You could implement some different colorthemes after the jam is over. If you plan to put it somewhere for ppl to play, it could be unlocked through highscores or collectables.
The curve is really smooth. I tested the floating in the middle and it worked perfectly with entering and exiting the middle field. That helps the brain a lot to adjust.
I also like the simplicity, that really pushes the competition aspect (in the means of the score). I could also see this as a multiplayer with different brainfuckery levels and different colored dots.
The music is cool when you start, but after a while it's too much. Maybe a longer or a track with less agressiv highs would help.
Sometimes the bulbs spawned surrouneded by platforms. Maybe do a check of the axis so you can still access them.
The only real issue I have with this is, that "reverse" and "rewind" is not quite the same.
Hey thanks for the feedback! I will definetly fix these issues in the future. But I must disagree on the rewind topic, it's implemented in several points. You actually travel back in time story wise. Also you gather samples which are broken and reset them to their former status as explained in the intro. (I couldn't finish this visually in time, but it's explained) It's a story driven game, so the time travel mostly applies to the story elements. As stated in the intro, you travel back in time after collecting the samples. You can watch the playthrough I put in the description. In the ending you activate the time machine and and travel back in time.
Awww thanks for playing!! I really enjoyed the LP! Yeah about that collision bug, I already fixed that (the updated version will be online somewhen in the near future) ! It seems to happen to like 1/4 of people. I am really happ that you think so fondly of my game! And it's amazing that you let's play so many games, keep up the good work!
Artstyle is very good! The sound is also cool. But the game lacks narrative design a lot. I couldn't figure out what to do and when and it was hard to move around all those boxes, even when kicked/pushed. Theres a lot going on when kicked right in for the first time. The effects look very good! The opening screen is cool, but the game over screen is very displaced with regards to the style.
if I hadn't read the description I wouldn't have known, that the gun rewinds the enemies time. The babies had no visual clues to the enemies. the artstyle is solid and continous. It would be cool to be able to press A after D and move in the A direction then. Currently it's blocked. Would help the movement a lot. The second level has too much going on. The shooting should be way less. And introduce one new enemy at a time, not directly 3 of the same. And think of collisions. The bullets went right through the obstacles. The sound was good in general. The general game gives me the vibes of these 2000's web games.
First of all awesome what you've done in only 4 days! I love the wall texture a lot. Would totally put that into a night club. The case file at the beginning was hard to read. Maybe adjust the UI to automatically fit the screensize and center the text at the left, so you can easily read rolling text. Same with the textboxes. Whenever the text gets smaller, you get interrupted with reading. The voiceacting is fantastic btw! Not easy to do in this little timeframe. The Audio is peak! Super super cool! The style of the characters really have sth interesting. With more time I'm sure you can expand the environment and interactables. Really something cool you built here!