Would love to check out your postmortem video about the jam :)
Aleksandr Nariadchikov
Creator of
Recent community posts
Stunning art style and enemies variation!
I was expecting more development of the gameplay once the new wave starts, however, nothing is changed, was bored after 11 levels :(
If I were you I would look at the Vampire Survivors, and try to add a bunch of different gameplay modifiers, the game might become super addictive in a good way if you make it right balance-wise.
The visuals are great, gameplay is super addictive, don't you want to port it on mobile? :)
Do like how you utilized the jam theme - really smart!
However, managed to block myself with the torch, put it in the middle of the fireplace, and then praised for fire to appear - boom, bug :D
Hope that you continue the development, would love to try the updated version!
Wow, haven't noticed that you've done it all alone! That is insanely huge amount of work to do in one week by one developer!
I was thinking that you were doing it in a team, that's why I've written about animations and combat :D
Anyway, great work, hopefully you will polish it and it will become a nice portfolio piece at least :)
Super impressed by how much you managed to do in just one week, respect!
Cool opening cutscene, great art style and awesome sound design!
Gameplay-wise it was hard to understand whether there was a sword's hit or not, would be nice to feel the impact of the hit.
Was expecting a bit more during the boss fight. For me, it was boring and long. I was just following the simple pattern: wait for flying skulls, hit the boss a few times, run away from the ground attack (repeat x10+ times).
Once you add more animations and improve battle mechanics it would be an amazing small game!
P.S. Haven't understood how the game jam theme was utilized there.
Great opening cutscene, I wish it was narrated :)
It seems that you heavily copy "A Story About My Uncle" both story (missing uncle/daughter), art (flying islands), and mechanics (grappling hook) wise, at least as I see :D
However, in "A Story About My Uncle" you have gameplay challenges because of the hook charges, and here you lost that by allowing the player to use the hook for an infinite amount in the air.
So the only challenge that you have is where to jump and how to finish the game :(
Nevertheless, the work that you have done in 1 week is extremely huge and definitely worth the respect!
Cool visuals and overall idea!
Would be great to see how many are infected and how many are left, so the player knows the progress. Can you complete the game though?
Wanted to see more gameplay with the virus, after 10+ games with it it was quite boring without any difficulty modifiers or other mechanics, definitely a place for adding more stuff :D
Good luck with future development, it will nicely fit the mobile audience in my humble opinion!
Amazing visuals and cel shading!
I was a bit frustrated with climbing mechanics as it was not working as expected in ~30% of the cases (climbing out from another point, 90-degree rotation, etc.)
Would be really nice to have checkpoints, so if you fall in the middle of the climb you do not need to replay everything, especially if falls occur because of the weird collision with physics objects :D
I indeed see how this game can become a sweet and small climbing simulator, like Grow Home :)
Good luck with future development, worth time investments!
The super cool idea around the mushrooms, visually looks interesting, especially the trippy part at the end and white spirits.
However, it is a bit dark-lit, so sometimes it was hard to navigate, got myself stuck 2 times without knowing where to go (solved it in a few minutes though). I think if you invest more time in level design, the game would benefit!
Player air control after red mushrooms was quite hard as well, nevertheless, the game gives a nice impression overall!
Thanks for trying it out and giving some suggestions for improvements!
Actually, dragging and rotate for lenses is a great idea, will explore it in the post-jam version of the game :)
As for performance, yeah, it can decrease as amount of rays increase, have done some optimization though, but seems that it is not enough for certain cases, hehe. Something for me to improve in the future.
Hello everyone!
I want to share with you a prototype of my first UE4 game, that I was making in 2019 (Sep-Dec).
It is a first-person parkour game with grappling hook and world switching mechanic like in Titanfall 2.
Here is the link: https://nariadchikov.itch.io/the-last-existing-union
Here you can see an intro section of the level, before world switching mechanic is introduced: https://www.youtube.com/watch?v=48IWYbUFhGo
There is just one level, which was created to demonstrate mechanics, however, I am thinking to return to that game during the summer.
How do you find mechanics and idea overall? What do you think should I return to that game?
P.S. Controls and small instruction can be found in "README.txt" file in root folder.
Yeah... You have noticed that right. It is our first jam with that team (for me just first), so we have underestimated everything and unfortunately haven't got time to proper play testing. That is a great lesson for future jams and projects, so overall we have enjoyed the process!
Speaking about submitting 3 minutes before it is another story to tell, ahahah. We were looking at upload bar with whole team as well as at timer on jam's landing page!
Thanks for feedback and playing:) I will definitely check your game out!
Thanks for playing, mate!
Yeah, we were in hurry before Jam ends, so some splines for running were put not in the proper way, unfortunately :(
The main idea is that speaker is telling not the same as the actual picture. So "I was the fastest fox" corresponds with that running function, he can't run fast for long time period.
And as you see we didn't manage to upload all dialogues as well as some volume corrections, 7 days weren't enough :(
We are going to fix everything and add all content in several weeks, so you can replay it afterwords!