I fell from the map by jumping over the fence lol
Sp1cyP3pp3r
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Thank you! I actually like level design field a lot, but I didn't put too much thought in it since the limited time. But I managed to do some forks in it so courageous players or the ones who figured out their way with the mechanics could use their skill. I wish I did the end part more challenging and diverse, though.
Originally i wanted for every box type to have its own collision sounds as for the lasers! But choosing fitting sounds is very delicate process. Also I delayed implementing sound effects till the last day, so I had to rush through it. Now in retrospect I think I could change the laser pitch depending on its mode, but I worried too much to publish it in time.
Cooldown originally was 30 seconds (it's 10 now), but it felt too frustrating for the player when they're stuck (or at least think they're stuck) and they would just stay there and wait for pick up to respawn anyway. If you want to fill up your inventory, you can stay in one place for 50 seconds if you want. I accounted average player doesn't like to stay in one place and tries to move constantly, so they wouldn't notice how quick the cooldown is. But I also believe everyone can play games how they want.
Thinking of picking it up after the jam ends and polish it, thanks for the comment again!
I like the core gameloop. Levels are not that complex, but utilize the main mechanic very well. It made me think a bit more in few levels. One time i think i solved the puzzle not with intended solution, but that's actually an appealling thing of puzzle games for me.
The art style is ok. Gray background resonates with the chill soundtrack. Portals are neat
Damn, I should've put laser mesh onto the same visual layer as the gun (it's rendered in subviewport), that's probably why it's a bit misleading. It uses hitscan from the camera to detect boxes and obstacles. Mesh is generated from gun point to the hitscan position. I also wanted to have 2 different cursors for boxes and laser, but I couldn't figure out how to implement it at first and decided to skip it to finish in time.
And I totally forgot about Antichamber! It's definitely was a subconscious inspiration for this game. The "3D fps puzzle with guns" should definitely be it's own genre lol
It made me shed a tear.
Gameplay isn't new and aligns with Jam's theme. I liked how different colors are made into different brain parts. Also, I fond of the overall 'Memory' theme.
Story and atmosphere are touching. Ambience and art style are just so immersive. Especially sudden tone-shift after compleating the series of puzzles and unraveling the storyline.
Artstyle reminiscent of old flash games making me nostalgic and comfy, though it consists of dull cold colors, except for the cozy chair. Drawings has many (professional) errors but they are working for the whole nostalgic feel, looking like amature art, sending me back to to the times when I was the only kid who could draw descently in my class.
I liked it.
Gameplay is brief and simple, controls are smooths, but I didn't know how to reatach the leash until I read the game's description.
The game concept isn't new, but not frequently seen and aligns with Jam's theme. Reataching the leash could be a nice mechanic, if expanded.
Art and Sound design are cute and carefree. It is clear that a lot of love and work was put in it.
Overall I had fun and wish I could play it more.