Excited to check your game out!
Take a peek at mine:https://itch.io/jam/brackeys-8/rate/1679828
Excited to check your game out!
Take a peek at mine:https://itch.io/jam/brackeys-8/rate/1679828
Checking it out now! Initially, I'd offer the advice that with jams it can be much easier to get traffic with games that run in browser. I did the 2020.2 Jam with only a windows download and it really limited the feedback I got compared to doing webGL this time around!
From playing it, I would say that instructions on how to change characters, and an indicator of which character is selected would be wonderful! Loved the puzzles and the music is soft and calming.
https://itch.io/jam/brackeys-8/rate/1679828
Tarot Torment is my first time developing a card game in Unity! There's a few areas where my lack of experience shows but I learned a bunch and had a blast creating it!
https://itch.io/jam/brackeys-8/rate/1679828
Tarot Torment is a card game where you search to find an escape from a haunted house!
I never made a tutorial, and I'm lacking a lot of animations, but the game plays and I definitely had a blast making it!
Thank you for the detailed feedback!
Definitely agree about needing more animations to help pace the game!
Feel like if I continue working on this I should add options to sort your hand to help deal with the large number of cards that can collect in them.
And yeah, a few cards do things when you draw them as well as when you play them, some are from testing the draw and play events that never got redesigned.
As for hearts, they were intended to be a life indicator. They'll be removed if I continue working on the project.
This is a valid win, due to how the deck gets shuffled ghosts could be after the 3 exits required to win. I was hoping to have time to implement local multiplayer which would prevent this win by spreading the exits between multiple players. Other solutions to prevent it would have been adding more cards that cause you to discard cards on draw (with the lacking animations it didn't feel fair to the player to discard the cards highly often), or rigging the deck to ensure Ghosts enter the field before any exit is found.
Also, with how quickly ghosts can take their turn you may have not noticed they did...
The cubes all in all have a number of small issues that really added up here. I have loved the conversation and the part about the boxes looking heavy is excellent feedback and guidance! I was never super happy with the look of them but called it good enough for the jam. I now, thanks to your input, have an idea of how I want to redesign them to look more light and able to be grabbed! I still intend to get some control prompts as I was wrong to assume most people have played Portal, but I now also have a plan for the new visuals on my cubes! Thank you so much again for the feedback!
Thank you for the feedback!
Most of the items on your list are also on my "If we finish the tower before 3 hours left" list. The menus, background music, better boundaries to the second area, All things I knew I should do but fell short on time. Control prompts are something I'm wanting to add as I update after the jam. I considered them and know where right now I would add them but that will have to wait for now...
Again, Thank you so much for taking the time to play!
I had my friend who was supplying the audio add a reverb to give the feel of it being played in the large open field(Then learned about unity reverb zones as I was working on the project), between that and having to record quietly at night due to limited availability with the jam lead to using what I had rather than getting new audio. There's some small story hints but nothing major for gameplay.
Controls and communicating them to the player is something I really have noticed I fell short on. I modeled the control layout after source games such as Half-Life2 and Portal and hoped that players would be previously familiar with such. This was a failure of judgment on my part and I'm going to have it corrected in future versions. Prompting the player is the plan right now, but I do want to avoid prompting for every cube and so I'm planning on doing more simple puzzles only really involving moving cubes. I hope prompting here will give players a chance to learn control with out having basic gameplay waved in their face the whole game.
The last area I start the player outside a door way that leads into the play area. Design-wise there wasn't any reasoning to it. Really it is just where I had started the player as I was testing the puzzles. I never moved the player when building the level and when having a friend test it I didn't have issues with players wondering off so I just hoped that most players would do the same and I could cut corners there for the jam.
Thank you for your feed back and sorry I left such a long reply, I get really into talking about the process that went into this. I enjoyed creating the whole project so much! I'm working on a patch for after the jam and thinking about doing a postmortem on the build submitted here.
I struggled to understand what was going on in the "RPG" stage of the game. After some wandering around I stumbled upon the tower defense area(? I think?) and I was more interested in checking that out but then I died there and was lost on how I had gotten there to begin with...
Use of audio was very well done, Made it clear when I was attacking, hitting, or being hit. That was very appreciated!
I see you had some problems finding controls to pick up and grab, done here with E. I think you would find more interest in the puzzles with that to help you. I'm getting the controls in the description for now and will be getting them added in game for my post jam update!
The planks and walkways where all built in blender at the beginning of the jam. It also seams to me you missed most of the voice acting, I'm not sure if it was your recording software or just audio settings...
Beyond that, Thank you for the video play through! I love seeing how people come to solve the puzzles and hope you'll give it another try knowing how to pick up the cubes with the E key!