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technitaur

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A member registered May 16, 2019 · View creator page →

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Well, I feel quite silly for not realizing that! I thought WASD was going to be just normal movement by itself, and then the space key would be an extra speed boost on top of that. Thanks for correcting me! I was able to play through some levels and I can give the game a better score now - the levels can be quite challenging!

I'm amused at how it just feels like the mermaid is in such a huge hurry! The rock formations that spawn in look really cool, and the music and sound make it very immersive (pun intended). My only gripe is that the rocks make it difficult to see where you're going when they're scrolling past the camera. I did find that I was able to more easily keep my bearings by paying attention to the shadows on the ground, which was an interesting bit of mechanics!

The sprite of the main character is very unique and striking. The controls are a bit frustrating, though. It's too hard to change direction - fish are incredibly agile in the water, so mermaids would be agile, too!

This reminds me of Nuka Tapper from Fallout 76!

I like the low poly look and the background water sound is soothing. I think the player character moves frustratingly slow, though. It took a very long time to descend down to collect the last shell! I like the idea another user had about moving faster with each shell collected.

I think it's really cool how the trash 'solidifies' and becomes part of the landscape if you don't grab it fast enough. I did have a little trouble controlling the character because there seems to be some kind of odd velocity inheritance across movements. But I found that you can reset her velocity by pushing against the wall, haha!

Great use of aesthetics and theme. The controls felt pretty smooth except for the jitter when colliding with walls. I have had similar problems with collision jitter in games that I've made.

I'd have to see your code to really give advice on how to fix this particular case, but I'm guessing that the character is translating into a collider and then getting immediately pushed back out. (That was always the case when I had this bug.)

The way I solved this was to have multiple 'bumper' colliders on the player character - one on the left, one on the right, one up, and one down. When one of these bumpers is currently touching a barrier, the player character won't even attempt to move in that direction, regardless of player input. That eliminates the jitter because the character is not trying to force themselves into a collider!

This gives me serious oldschool vibes. I bet that it was harder than it looks to create that odd 'ghosting' effect in the graphics. I also like how you included two games in one - great job!

I think it's pretty cool that you were able to put in the concept of limited ammo! I was amused to find that shooting a harpoon at a harpoon pickup actually picks up those harpoons, haha. The theme and aesthetics are great. My only complaint is that WASD movement felt a bit frustrating to control.

I think that you have the right idea with how to do the water physics, it's just that the execution of it was severe. A little tweaking would clear it up pretty quickly, I think!

It's a very peaceful game and I love the colorful environments. The stuttering is a problem, but I'm not even sure why it's stuttering - a first guess would be that it's because there are so many objects in the scene. But I've seen Unity scenes run smoothly with many more objects than this. You might want to check your Update() loops to see if you can optimize them.

If I had to spitball a guess, I'd say you're probably calling an expensive operation like GetComponent on many many objects at once in an update loop. If you're using GetComponent somewhere, put it in Start() or only use it when collisions happen - that will cut down on a lot of processing!

Calls to Camera.main have also historically been extremely expensive. That changed in a recent Unity update, but it might be worth investigating just in case.

I unfortunately couldn't get the character to move at all. I tried WASD with caps lock off and on, even tried numlock to see if that was somehow an issue. I restarted Chrome. I tried it in Edge.  Tried in fullscreen. Nothing would let me move the mermaid; I sent the game to a friend and they couldn't get her to move either.

I gave high marks in Theme and Aesthetics, but unfortunately had to give low marks on User Experience. I'm quite confused because other people have obviously been able to play it, according to the comments. Did you make any changes to the game after submitting it?

This game is very well done. You were able to combine a lot of elements in a short time. My only complaint is that the dive/jump mechanic is a bit confusing. I would have liked to have an extra button that allows me to start with the jump instead of having to dive down before I'm able to jump.

But, I certainly can't complain about the rest of the game. Getting sound, menus, death sequences and restart sequences set up can be a nightmare, and you did all of those flawlessly! I love how the shark laughs at the player on death.

This is hilarious. I never expected to see 'QWOP but you're a fish.' Aside from a couple of minor glitches, I think that even though the physics can be frustrating, they are pretty impressive. I certainly wouldn't know how to approach making a game like this!

One way to fix this would be to change the type of the colliders. Make them Trigger colliders. If you're using raycasts to detect the clicks, raycasts can be told to detect trigger colliders. If you're using the OnMouseDown method, then you may not have to change anything else at all - though I haven't tested this myself, so you'll have to play around with it.

I use tons of trigger colliders in my games. Once you get comfortable with the difference between regular colliders and trigger colliders, you can mix and match them to do some extremely cool things.

Hahah, so have I! I've made a mod for DFU and even made a contribution to the main DFU github, so I've been living and breathing the game for a bit. I busted out laughing when I saw the Daggerfall images here. Though I do worry a bit about the legality of using their assets for your own original game - as amusing as it is, I'd be very careful with that!

What a delightfully bizarre main character! I like the mildly gross sound effects of its movement. Also, this has to be the biggest stage I've ever seen in a game jam game! The implementation of the One Rule theme is fantastic in that it causes the already-huge stage to be played in completely different ways each time. This is an incredible amount of stuff you've packed into a 48-hour game!

I was a bit unclear on the controls - it took me several plays to figure out how to shoot - but that's pretty much my only gripe with the game. The slight graininess of the post-processing just puts the cherry on top of the already odd visuals. It kinda gives me vibes of the Cauldron games from the days of the Commodore 64!

I laughed out loud the first time I turned the character around and saw his face. I don't know what I was expecting to see, but it wasn't that.

The concept is fun, but the way the camera moves does make it extremely difficult to navigate - and it even sometimes crashes the JavaScript in my browser! I feel like the culprit might be some kind of post-processing effect that you're using, WebGL doesn't handle the more complex graphics as well as a standalone player does. But I can understand why you built for WebGL, as that does make it a lot quicker for people to access the game.

I loved the music, it gave a sense of urgency to the game, and the fact that we're playing a small character in a really big house makes it feel like a playful adventure - even though we're trying to avoid melting in lava!

I REALLY hope that you intended for the music to have people giggling, because that's what it did to me! It makes the whole game just feel so silly and amusing. You implemented the 'One Rule' theme very well, although it does force the player to perform actions quite rapidly in a way that sometimes feels a little unpleasant. However, the concept is there, it's interesting and it works well, so you still get high scores from me!

This is incredible. I've still got a few more games to rate, but I do believe that your implementation of the 'One Rule' theme is probably the most clever implementation in the entire jam.

I love the graphics, it feels like something that I might have played on the Commodore 64. The 8-bit sound effects really bring the aesthetic together as well. Movement is clean and smooth and the entire thing really is just a '*chef's kiss*' of a game. I know it might seem a little overdramatic to say that this game has me speechless, but it really does, this is astounding for a 48-hour game!

It's a really fun concept, and that roar is truly terrifying when the dragon wakes up! That scream when the player dies is kind of hilarious, too.

I think it's pretty cool that the player becomes heavier as they pick up more stuff. The implementation of a 'sound' meter was pretty impressive, I'm not sure how I would approach programming a mechanic like that!

I did notice that the mouselook sensitivity is extremely high, so that might be something to work on improving in your next game (or if you continue developing this one).

This is giving me serious Carmageddon vibes! I love the aesthetics, it reminds me of oldschool mid-90s graphics and also Borderlands. Good use of sound effects as well, and I really like the way that the car crashes and starts smoking when you hit a wall. It gives a feeling of 'welp, this is what's happening now, I'm going to be eaten by zombies!'

I'm really impressed at the ability to climb, that's a challenging mechanic to implement, especially with animations included! I also think the sound effect for collecting water is cute, and the fact that each level has a unique theme and aesthetic makes the game look really polished as well.

As others have said, the camera control is a bit hinky, but smooth player/camera controls are a lot harder to implement in 3D than they first seem! I liked the use of the skybox and sound effects - it really makes it feel like you're gonna fall into the void if you aren't careful.

This is a really fun concept! The execution of it is a bit frustrating, though. I did really enjoy just zooming around and watching my momentum build up. The capsules are VERY difficult to hit. If you decide to improve on the game, I think that it would be a lot more fun if the capsules were replaced with big hoops to leap through!

This game left me with so many delightful questions, like: Why do I look like I'm wearing a hospital gown? Have I escaped an insane asylum or something? What exactly is chasing me? (I love the fact that we don't actually get to see what's chasing us.) And why is the house so big!? It all definitely makes me feel like this is some kind of horrifying delusion or nightmare. If this were a full-length game, I'd definitely be playing more to find out the context of what's going on!

I love the screen shake and the teleport when the player dodges! I also like that parallax background. Those things aren't trivial to implement, so I definitely appreciate one when I see it! I like the fact that the player is rewarded by hearing the music getting more complex over time - it makes it especially frustrating to lose, but it also motivates the player to try again!

Interesting concept! I have to admit that I'm not sure what I wasn't supposed to press, or what my ultimate goal really was - I didn't get very far as the controls became a bit frustrating when I reached the second level where that one piece is zipping back and forth. But I really like the idea of 'building the level' using your own characters as the pieces - I don't think I've seen anything like that before!

I love the bizarre pause menu mechanic. I could picture this as a micro-game in a series of different quick games where world and UI interactions are all deliberately very odd. The background music was really cool, it really gave me a sense of danger and feeling invested in trying to figure out this mystery. I also loved the landscape, it was simple and yet something about the monolithic 'buildings' and the lighting made it all feel very threatening.

FANTASTIC graphics. It looks so incredibly polished! I really like the intro screen and how the light turns on and off by itself. The color palette is really pleasing as well, and the music goes great with the visuals. With a bit of polish on getting the music to sync up, this game would be perfect!

I was really impressed with the options screen and the fact that you get those little 'Hit!' messages. I'm learning that little bits of UI feedback like that can really make or break a game experience, and so I really appreciate when I see that someone took the time to put them in!

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The dash ability is really fun to use! I found the game a bit frustrating up to that point, though. To the point that I almost quit because it felt like I was wandering aimlessly without really knowing how I was supposed to accomplish the goal - but I muscled through because I wanted to give it a good try. If you plan to expand on the game, I definitely recommend making the objective and the controls a little more clear.

The first thing I came across was one of the floating platforms, and I spent a while wondering if I *should* be able to jump (and what the key for it was). Of course it made sense once I found the first rune, but it would have been helpful at the beginning to see a message like "I've been rendered so weak that I can't even jump around like I once loved doing!"

I agree with other commenters that the tunnels get a bit same-y after a while. But I got the feeling that we were supposed to be able to get lost in them. I think it would be cool if the player was able to place markers of their own on the walls. That way, the game isn't spoon-feeding the player, but the player is able to assist themselves with navigation the way a person might do so in real life.

Overall an interesting concept; the glow skill at the end was an unexpected little treat that felt like it capped the experience off nicely.

This is a pretty neat concept that would definitely be fun to play more levels of!

Hmmm, it seems like somebody is cutting onions near me...

Wow, I never thought I could get so emotionally invested in a game that was made in a game jam! I really, REALLY wanted to catch that thief. And the ending is very poignant. I'm really impressed at how you put cutscenes and special animation sequences into the game - that's something I haven't done much of myself yet, so I'm astonished that you were able to do so much of it!

I am extremely impressed with this. It feels very much like a frenetic Commodore 64 game to me, it's giving me some powerful nostalgia! It's such a simple concept but it's executed in a way that perfectly rides the edge of 'fun' and 'frustrating.' That feeling of having to trust the game to perform the actions for you is very interesting, I don't think I've ever actually had a game give me that sensation before!

I think this is a strong foundational concept that could eventually become a really good time-killer type of mobile game. I found myself trying to game the system by seeing if the patrons had fixed preferences, haha. I was convinced for a few games that the woman just really hated salad, but then she switched it up!

The animation and the art is really good, I particularly like the way the board rotates when switching sides. The little extra bits of animation and effects on the cards are also amazing, I think you're destined to have very strong UI skills in whatever games you make in the future!

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Thank you! Yeah, the ship movement is a leftover from an idea I originally had. At first, I was going to have the ship moving forward in a style similar to StarFox, but I ran into issues with enemy collisions that made it feel kind of janky.

Given time, I'm sure I could have polished it, but I realized the problem was a little bit out of scope for the time limit. I scrapped the idea and now the ship can zoom around the screen for no good reason! I was wondering if someone was going to pick up on that, haha.

As for the music settings: I include those audio sliders in every game I make now. You ever notice how so many games today have a gamma slider right at the beginning, but they never have an audio slider?

Ever notice how this generally causes a new game to BLOW YOUR EARDRUMS OUT on the opening cinematic?

I have had that happen to me too many times, and I have decreed that this shall never happen with a technitaur software game!

Thank you for the thoughtful comment!

Yeah, I had some trouble trying to decide how to express the mechanics to the player. I started off with a set of instructions on the title screen, but I know most people like to just jump right in, so I erred on the side of just throwing the player straight into the fire... or, well, the water, hahah.

I was hoping that placing the two zombies that get killed at the beginning would be sufficient to illustrate how safe zones work, but that does happen pretty quickly, so I can see how that information could be easily lost.

I think if I had had more time, I would have added a really big indicator that a player is safe, like a glowing shield hovering above them head when they're in a safe zone.

I'm playing with the idea of rewriting this game altogether - since I only had 3 days to make it, I had to skimp on a lot of things. But I am proud of how the mechanics are actually legitimately fun to play for their own sake, and I think I could do it much, much better if I spent some more time on it.

If I do rewrite it, I'm definitely going to prioritize clear communication of the safe zone and water mechanics.