Nice little 3d platformer, solid obstacle and level design. Overall I like the aesthetic you're going for and the sound effects add a lot. The enemy explosion animation was satisfying as well. I also liked the shift to a 2d perspective in the mountain level.
For some specific criticism on the actual platforming physics, I didn't like that the character takes some time to build up speed from a stop, it felt muddy and slowed the pace considerably. I thought the jump was a little too high and floaty and made it too easy to skip over obstacles on the ground. In addition, I thought the camera perspective when jumping needs work, I never had a ton of confidence on where I was going to land because the camera was too high in the air and the shadow (which you can't really see at the peak of your jump because of the camera) did not help gauge where you were.
One other thing I think could be improved is the attack, it has a really short range and didn't feel that great to perform. If the character moved forward and the hitbox was more pronounced I think it would add a lot to the feeling.
Vashen
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Being big into raiding in MMOs in my younger years, this premise ticks a lot of boxes for me. However, right now the gameplay needs some work. I think before focusing too much on the recruiting aspect, different gearsets, stat specificity etc, the boss fight itself should be ironed out as it felt confusing and didn't leave me wanting to improve in order to beat it. The controls to give each character directions were clunky and I'm not sure that they did anything. I wasn't sure what the range of the healer was, whether they were targeting or aoe healing, how the support class chose who to shield, etc. And melee didn't seem to run out of the fire (which is kind of accurate, lol) but it was frustrating to not know how to influence that.
Keep going with the concept though, there's definitely a playerbase for management sims and this theme has the potential to be really clever.
This was charming. Maybe the arrow buttons make it too obvious on where to go, and they could instead show up after being moused over? I didn't really feel like I was exploring like I have in older games I've played in this genre, rather just clicking on where to go next. Also maybe adding a few more screens in general, maybe intermediate steps like first zooming into the area of the lighthouse where the brick is before being able to interact with it?
Some other small criticisms: I would swap out of the font for something less.. MS powerpoint. The inventory could probably be collapsible or only appear when you obtain an item. I also noticed the music just kind of abruptly ends and doesn't loop again for a while, and the volume on it is a little too high.
Overall a good submission though!
The graphics, music, and overall atmosphere was excellent, eerie and intriguing. The feeling you captured while in the room with the wife was especially powerful.
I enjoyed the mumbled voices, I thought they fit really well. I'll agree with the other comment that noted the grating sound of the unnamed character in the red suit in the Lost in Eternity ending was too loud in comparison to the rest of the voices.
Not sure if it's just a common feature of VN games made in this engine, but I appreciated being able to easily scroll through the past dialogue choices and backtrack if needed.
Great work, I'll be coming back to this one!
Ran into a bug on the final boss fight where he went through the floor right at the start of the encounter and was unkillable. Overall there's a lot of good foundations here that could be expanded on, this was a good amount of content for a jam game. Hit the nail on the head with the theme too.
I was kind of bummed when I shot the red barrels on the zombie level and they didn't blow up :P