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A member registered Nov 14, 2020 · View creator page →

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Thank you so much for playthrough and especially for record!

I will definitely try to take all comments into account in further work on this project.

Thanks for the feedback!

Since time was limited, I didn't have time to add other settings besides volume, but after the game jam, I will definitely add them, as well as tutorial.

Regarding the enemy in the beginning, I will take into account for the future.

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As you can see from the title, I finally played all the games and rated each one (which I did for the first time in all the time that I participate in game jams). The proof is attached below.

That's all I wanted to say, so thanks for your attention (but honestly, I'd be glad if you'd pay a little attention to my game)

This game was able to bring me to some emotions. I will just highlight some points from my observations:

  • It is not necessary to constrain the players with a moving frame (although I do not argue, this may be the feature of the game). Very often there was a situation when I was already outside the frame, but could not move on due to the fact that I could not see where to move, while the next moment (where the blocks are 1x1) definitely requires more time than the speed of the frame gives. Perhaps this moment would be passable for many if it were possible to get ahead.
  • It is worth protecting the player from accidental use of dynamite. I had many moments when I wanted to use it, but accidentally pressed the jump, which made it impossible to move further.
  • It's a little unclear how the radius of dynamite works. Some blocks can only be blown up by being nearby, while others can be blown up from a distance of 2-3 blocks.

In general, it would be possible to make a Web build, but it also seems that Web support was discontinued in UE4.24.

Regarding the double jump, in that case, I think it might be worth reworking.

Anyway, I'm glad you liked the game.

So far, I have only two ideas of what can be done with the camera:

  1. Fix the camera in one plane, but in this case you will have to redo the level
  2. Make the places where the camera turns "safe". For example, by making the edges of the platforms in such places further from the place where the turn takes place, or by installing a small wall
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The idea of the project is interesting (I have a similar one, but in the first person), but the realization is so-so. I will highlight a few points:

  • Because of the camera, it is very difficult to control the character (the inertia of the ball also complicates the control, but this can be counted as a feature of the game). Due to the constant camera turns, the ball begins to roll in the wrong direction where the player expects
  • Pseudo-loading is cool, but already on the fourth attempt it starts to bother
  • During the pseudo-loading, we have control over the character (I accidentally sent him into the water)

Upd: a quick restart feature would be very helpful

The idea is not a bad one, the implementation is so-so. I'll just highlight some points:

  • The game should have been built for Windows (or another OS, but not for the Web)
  • Creating so many dynamic objects is a very bad idea. It was possible, for example, to make objects dynamic only near the player, and the rest of the physics is disabled (although, honestly, I doubt that such a solution can help)
  • You don't even have to destroy buildings, because by the time you get to them, they are already falling apart themselves
  • A tractor capable of driving perpendicular to the tracks?

Overall, a good game (my record is 228). There are several points that I would like to mention:

  • Using dynamic boxes was not the good idea, because sometimes they can block access to the wrench
  • Some actions did not count (I tried to pour fuel into the engine, but for some reason it did not work)
  • Events of the same type follow each other (for example: the computer caught fire, then the pipe, then the computer again, and then the engine twice in a row). Random is, of course, good, but sometimes it's not a bad idea to limit it

The game left mixed feelings (I only stopped at the 3rd wave). Below I will just list some points that I have noticed:

  • Players and robots are too slow (or maybe it was worth making the map smaller, since the turrets shoot ignoring the walls)
  • In some places on the map, enemies get stuck (and the turrets ignore them, although they can shoot through the walls), which makes it impossible to move to the next wave. Maybe it was worth adding the ability for the player to deal at least a little damage to them

One of those places where enemies get stuck:

Thanks for playing!
I hope you enjoyed the game

Спасибо за отзыв

Надеюсь игра вам действительно понравилась. Касательно боеприпасов: возможно патронов мало, но в игре предусмотрено, чтобы вы не остались без них вовсе (работает если вы не стреляете в пустую, но не исключаю, что в этой системе могут быть ошибки) 

Some remarks:

  • There are significant performance issues (you may have placed too many dynamic light sources or assigned too much functionality to the event tick)
  • A dynamic map is mostly useless (probably also negatively affects performance)
  • There is an option to go beyond the map in the place where we raise the shurikens for the first time (I'm not sure that this was intended)
  • After the attack, the camera moves to the left if there is no input from the mouse (maybe this problem is only with me)

Some remarks:

- The main camera is close to the character (it is worth shifting by 100-200 units)

- Probably it was a mistake to make a first-person camera attached to the skeleton of a character (it's difficult to navigate, aim, etc.)

- It's almost impossible to aim for correct shooting

- Perhaps it is worth prohibiting movement when switching to the camera from the first person

- Medkit does not restore health (Condition - is it health?)

In general, it could be an interesting survival-horror, but definitely not metroidvania.

The game has good graphics and an amazing sound design, but still there are some notes:

  1. The first location is quite boring, you have to wait a lot, enemies are killed for a long time, etc.
  2. There were some moments with timings in the second location (the fire has already gone out, but it still causes damage) and with a collision (fireballs do not cause damage, but visually there was a hit)
  3. It takes a long time to get to the boss in all locations, and sometimes you can lose half of your health along the way

Thanks for the feedback.

As I mentioned in the comment above, I had to redo the locations from scratch in a different setting shortly before the end, which did not have the best effect on the variety and ease of navigation.

Thanks for the feedback.

I do not exclude that I could have fps instead of metroidvania (from this genre, the game has backtracking, which probably does not always work, and the inability to get to some places due to the lack of codes, visiting which is optional).

Unfortunately, due to the fact that I had to redo the locations from scratch in another setting shortly before the end, the environment turned out to be too monotonous.

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Some remarks:

  1.  Terrible character control (the character has a high speed + speed in the air is equal to speed on the ground)
  2. It was worth adding a mini-map (I was a little confused, but I got to the boss)
  3. The music is too loud

Not bad

I really liked the soundtrack and graphics in the PS1 style.

And what I would like to note:

1) It is probably worth increasing the walking speed

2) It is worth removing the opportunity to get behind the map on the slope before entering the facility

3) If you die in the water, then after respawn you begin to suffocate

Please rate Explore - https://itch.io/jam/metroidvania-month-16/rate/1576019

I have put a lot of effort into development (like many on this Game Jam), and would like to get feedback.

At the time of publication of the topic, my game is rated by 3 people.

Thanks for the feedback.

Regarding telekinetic - this is an exploit, if in the future there is a desire to work on the project, I will try to fix it.

Matter is needed to create weapon forms (spectrum, outbreak and others) and mods for these forms (you can create 6 mods for one form). You can get matter not only from bosses.

Weapon forms - is not abilities

Unfortunately, the game does not fully correspond to the metroidvania genre, for example, backtracking is partially present in the game, as well as there is almost no non-linear increase in the complexity and interconnectedness of locations.

The animations looks funny (in a good way), the game is quite interesting, but, as mentioned above, the character is too slippery, and he slides off the platforms.

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Quite an interesting game. It may be worth adding a map (to a minimap).

Add: Also, optimization would not hurt the game

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No, all screenshots are taken in the game. The green and red glowing boxes are indicators above the doors showing whether the door is locked or not. If there is no indicator, then the door is a decoration.

Yes, the game is really dark in places, so I added a flashlight. Since there is no tutorial in the game, the next moment probably needs an explanation: the door at the back (which gives a message to return here later) is the end of the game, now it is closed and you need to kill 3 bosses to open it. Now you need to go through the open door and you will find yourself in a large room with 2 closed doors. You need to climb to the elevation in the room, there will be a terminal. When you approach him, those doors will open.

Also: press Tab while next to the terminal and you will save the game. While in the inventory next to the terminal, you can modify weapons, create new ones, and create upgrades.

If you have questions, don't hesitate to ask them.

P. S. In the screenshot below, you can clearly see the terminal on the right.

https://none-yaroslav.itch.io/explor

In general, the game turned out to be interesting. I liked the mechanics, according to which each weapon has its own abilities. Of the minuses - the red location slightly strains the eyes

Thanks

Can I submit my project late?

Project page: https://none-yaroslav.itch.io/explore

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At the end of development, I tried to solve this problem, but there was no time left (there are still fragments in the logic responsible for opening doors, but they did not work correctly).

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Thanks for the feedback, this will be improved in the future. 

https://itch.io/jam/mini-jam-103-darkness/rate/146956

The game is good, but in some places I had performance problems, it might be worth adding an optimized version.

I think the game has potential, if of course to fix/refine some details

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Unfortunately, I didn't have time to add music/audio to the game.

I think the game lacks dynamics. Otherwise, the game is going fine.

I will be glad to see this completed game on mobile devices.

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https://none-yaroslav.itch.io/the-last-boardgame