hahahahahaha, wellllllllll that's gonna make it was more fun haha. I'll give it another try this weekend :)
RefractiveEntertainment
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Woah! all the other meshes were hand made? I swear the way your description read was "Megascans used", which makes it sound like it was used for everything. You should totally make it clear that it was only for the mushroom head because thats a shit load of other work that will be glanced over if people think it was just scaled up megascans. Great work then on all those assets :)
I really liked the artstyle, really cute. The controls were a bit on the clunky side, and I had a real issue getting passed some areas too where i could time the jump because i could see the objects ahead of me i was trying to avoid. I wanted to continue but i just had trouble getting further into the level due to that
Hmmmmm. Visuals were great, which is why i downloaded. However, played it multiple times, and couldnt figure out what to do. Pressed Y on just about everything, with nothing happening. and on the second play through, the WASD player controls no longer work, but was still able to crouch.
Looked cool, but my buddy and I couldn't figure it out.
Really great intro, and totally a death stranding parody. However i didn't buy death stranding, because I didn't want to walk around all day, and thats what this is too haha. However, looks great, plays well, just didn't have the time to finish it right now.
And i have NO idea how someone from your team got all packages in 4 minutes haha
Thanks WhatupDre! We tried to be "funny" throughout the experience haha, hopefully the jokes landed ;) Yaaaaa there was no time for that boss, in actuality the entire game wasn't even originally supposed to be a platformer, it was supposed to be an action fighting game with multiple enemy types. But due to time constraints and some hurdles we had during development, we had to pivot the entire experience to a platformer to make sure we hit the deadline :)
Thanks Qooorti! Ya we wanted it to feel like a metroidvania style exploration. Where you need to move around the level to find where you are blocked, and know you need to find an item to get through. Hopefully it still felt smooth for you tho, and ya the 7 day time constraint, to do all of the artwork and animations by hand, and complete beginning to end coding/blueprinting, we submitted with only 15 minutes left in the deadline haha. We will have time to iron some things out in the future, and will rerelease this when we have ironed out some more bugs.
Thanks SOL! Ya it's definitely a little harder than for the casual player, and in a full game there would be more time to ramp up the difficulty over time instead of so quickly in the beginning. But if their is enough good feedback on the game and people want more, maybe we will continue with it and make it a much longer experience.