Woohoo, thanks for your kind words! Sorry for the poor optimization, since it was our first 3D experiment we do not really know anything about how to make it effective (and it was running quite smooth on our machines). If you would like to, we can try to create some more cpu friendly build (or if you are interested in seeing later levels, somewhere between F1 and F10 is a key that allows you to skip a level, heh).
Outside the Fox
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Shaders sounds like the right way to do it, but since I am not very skilled with them (and also it is a jam piece, so there are really not many benefits to doing things the right way), I would probably just get the position of the mouse on the screen, raycast from there to find out if the cursor is over the cloud and if yes then swap the sprite for the white one. Seems like the easiest way to do it:)
This could be expanded into something longer, the core premise and mechanic are really interesting! It little bit reminded me of caterpillar-like creature named Spot from The Whispered World adventure, I think that it was also changing into different shapes to overcome obstacles:)
Thanks for the game!
Took me a moment to figure out what I am supposed to do, but the art direction and sound design was awesome:) Great job! Have you composed all these musical pieces?
Also a little suggestion, it would be good for the cursor to turn white (instead of black) when over black clouds at the border of the screen:) or to be able to use a keyboard, since it is already used during the minigame anyway.
Simple looking, but it was much more fun than I expected it to be (based on the thumbnail), great job! I would suggest adding some simple texture to the ball, so the player would be better able to judge which direction and how fast it is spinning.
And out of curiosity - are you able to finish all these levels? I am gonna admit that I had to give up after a while.
Whoa, that portal effect was quite impressive! Sadly during my playthrough, the text was probably bugged since I was able to only see the first two lines of text (but I suspect there was more since sentences sometimes ended in the middle). Seems like I missed a huge part of the story because of that, I will gladly play the game again in the future if you plan to fix it:)
Great atmosphere overall! I haven't played a game with this good lovecraftian vibe for a while:) After trying for a while I was able to reach a successful ending. But to be honest, I am not really sure how I managed that. Is there some correct way to deduce the symbols or it is a guessing game (depending on the goodwill of the old gods?)?
Great visuals and sound design (one of the tracks somehow reminded me of a song from Nightmare before Christmas!). It would be awesome if the game was a little bit longer and if there was more feedback on whether the player can interact with something (I was not sure if I am just clicking on bad space or if this particular item could not be used there). Thanks for the game!
Please do judge us based on the valid jam submission you can find up there under the name Final GDS Jam Submission.zip.
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But we do not like to leave our games unfinished, so we've made an after-jam build, where we fixed a few minor bugs (unfortunately, we missed the deadline by a few minutes). The build can be downloaded here:
https://drive.google.com/file/d/13PPCOWTvE-DgUQEyxslDCvnAn_jwWd9G/view?usp=shari...
It's nothing game-breaking, but it does improve immersion by quite a bit. We've changed the following:
- Fixed missing collisions with objects (simple layer issue)
- AI now tries to properly avoid objects (same layer issue)
- Player hands now don't clip through walls
- AI now has proper idle animation when not walking
- Fixed minor UI issue with text being too big in later levels
- Baked Global Illumination. This, however, has no noticeable effect on the way the game looks as far as we can tell.