You are the only survivor of a massacre of your people. You have to navigate your way through a dark maze, lighting the path by sacrificing parts of your soul. You must find 4 sacrificial altars and harness their power. When you bow to all 4 altars of your people, you will have the power of slaying the CubeKing.
I like that music, it's so weird, but mesmerising. I don't know if and when it loops. Good job there.
One time, between altars 2 and 3 I believe, I fell through the floor to room below. I don't know if that was intentional or not.
Controls are a bit unresponsive. Ball gains too much momentum and you can't turn in time. Since it's not a game about that I'd tweak some values a little.
Have you tested how many lights you can handle? When I spammed F at the start, like 50 times FPS dropped a little, but it wasn't as bad as I thought it would be.
@ryzy27 The music stopped? I set it to loop and it works for me. And thanks. :) The floor fall was intentional. I wanted to include some cracking audio effects but didn't manage it in time. And I'm gonna look more into the movement. The lights arent really meant to be spammed. I was thinking about restricting it to something like 30 but thought that would make it annoying. And also to many lights kind of break the atmosphere. Thanks a lot for you feedback. I really appreciate it :)
@teo989 well, the darkness, the maze, the music, everything is kind of intense down there xD I loved it though, it was merely a comment on my personal experience :)
In my opinion it would be nice to have a counter or give a score based on how often you sacrificed your soul so the player would be motivated to limit the use of light. Or maybe set a limit how often you can sacrifice your soul.
The music stopped playing for me after I activated the fourth altar.
Really solid aesthetic for such a minimal art style! I struggled a bit to figure out what to do, but once figured it out, I found myself in a groove and had to complete it.
Two small things would have helped a lot, though: Firstly, some texturing on the walls might have helped to give the player a sense of movement when you don't have enough light to see corners ahead. Second, I felt like I had to sacrifice myself a bit TOO often — it would have been nice if the lights could had a bit more range, so that I could see an entire room without having to sacrifice myself several times. Leaving the brightness low is fine, I just would have liked to be able to tell where the corners are.
This is good game and I liked how the player is suppose to navigate by lighting their. I think the camera could of use some work, it clips through walls and sort of lets the player cheat to find the altars and gold. The movement could use a little more work too, whenever I run into a wall it completely stops my movement, in other words, there is too much friction between the player and the walls making it hard to navigate through the level. Overall it's an interesting game, and good work!
@taddl The score based on sacrifices is a good idea. The music is actually coming from the "restless souls" in the altars so it stops on purpose. I wanted to implement some use for the gold but unfortunately I ran out of time. Thanks a lot for your feedback! :)
@galan Thanks a lot for your comment! The texturing was planned but you know Sacrifices must be made... hmm where did I hear that :-? And for the lights, I am gonna try increasing the range. Thanks A lot :)
@ghostly-dev I could use an advice. Do you know how to stop the clipping? I didn't manage to figure it out :( And damn you are right on the movement, that could have been fixed in a minute. Thanks for you response. I really appreciate it :)
@teo989 For the camera clipping you can shoot a raycast from your player(the sphere) to an empty transform that is parented to your player, if your raycast hits a wall set the camera's position to the hit position. And you might need to change the camera near clipping plane to be as little as possible.
This is a really interestingly weird game - despite the simple visuals I found it viscerally unsettling. The music probably helped that, but I think a lot of it was the sort of dream logic of repeated resetting and having to retrace your steps to explore the place. Well done!
echoing some of the above, it is a very dark game and hard to see where you are going. Controls contain a lot of oversteer but I do like the atmosphere and approach. Good stuff.
Interesting game, unfortunately wasn't a huge fan of controlling a sphere since it made the controls unnecessary difficult, since the camera didn't clip to walls and sacrificing made camera look at previous sacrifice (i think?) I often got confused with the directions.
@benburgh There is a second level of the maze, you have to go up the slope :)
@zanagi I was experimenting a bit with the movement. I am gonna look into it more. And I will implement the clipping in all my game since I now know how. :)
I like the idea of being stuck in the dark, and the music compliments well the claustrophibic feeling I got while playing your game, but the level here is quite confusing. I kept being lost in the dark, unable to find my way through the maze, and when I did find another light to guide me, nothing happened. It would have been nice to add a tutorial about what to do, because I couldn't progress further.
I like the aesthetic you have in this game, but unfortunately, I wasn't sure what I was supposed to be doing. It was very dark and hard to see. The mouse sensitivity seemed a bit high too. The music really made me feel unsettled, so kudos for that!
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I like that music, it's so weird, but mesmerising. I don't know if and when it loops. Good job there.
One time, between altars 2 and 3 I believe, I fell through the floor to room below. I don't know if that was intentional or not.
Controls are a bit unresponsive. Ball gains too much momentum and you can't turn in time. Since it's not a game about that I'd tweak some values a little.
Have you tested how many lights you can handle? When I spammed F at the start, like 50 times FPS dropped a little, but it wasn't as bad as I thought it would be.
Well done!
I loved it though, it was merely a comment on my personal experience :)
Well done :)
In my opinion it would be nice to have a counter or give a score based on how often you sacrificed your soul so the player would be motivated to limit the use of light. Or maybe set a limit how often you can sacrifice your soul.
The music stopped playing for me after I activated the fourth altar.
Is there any use for the gold?
Two small things would have helped a lot, though:
Firstly, some texturing on the walls might have helped to give the player a sense of movement when you don't have enough light to see corners ahead.
Second, I felt like I had to sacrifice myself a bit TOO often — it would have been nice if the lights could had a bit more range, so that I could see an entire room without having to sacrifice myself several times. Leaving the brightness low is fine, I just would have liked to be able to tell where the corners are.
unfortunately wasn't a huge fan of controlling a sphere since it made the controls unnecessary difficult, since the camera didn't clip to walls and sacrificing made camera look at previous sacrifice (i think?) I often got confused with the directions.
@zanagi I was experimenting a bit with the movement. I am gonna look into it more. And I will implement the clipping in all my game since I now know how. :)
Thank you both for you responses :)