----------------------------------------------------- Talk about jumping in the deep end..
Writing a voxel-splatting game engine with 2d sprite support, in C++, in 48 hours and creating all the content was a bit much... So I've hardly had time to test the game and only realized during the last couple of hours that the game REALLY needed a map. So the maps a hard-coded screenshot ripped from Tiles :-) --------------------------------------------------------
It gave me a good DOOM vibe. The switching realm thing is a really good mechanic. Finding pathways with the G realm is really fun. The downside I believe is the music, it doesn't seem to match to well with the environment of the game, at least for my liking. Overall, nice job pulling this out including the engine in 48 hrs!
Well I'm impressed you achieved to reach this point from ground zero in 48h, great job :o
I LOVED the mood, the music, graphics and global feeling of your game matches very well! I found the game really hard, the only way for me to approch the end without dying was to speedrun to avoid being attacked by ennemies X) but, well I know that testing/tweaking in 48h is clearly not the priority.
Trippy visuals! A lot of effort was put into the world building here, which is cool. The gameplay is deep enough to where I felt overwhelmed, but that's not inherently a bad thing; I'd just need to spend more time on it. Good atmosphere and applicable to the theme. Thumbs up.
Woah I am REALLY impressed you got this out, although the graphics are little disorienting for me, gives me a 90s RPG sort of vibe, and the game looks sick! Gameplay is hard as hell for me and the music is bit repetitive since it's the only sound in the game as far as I know. I think this should be continued and made into a fuller game though!
Really love the look and sound of the game, but I didn't understand the objective too well. Also, the camera + controls kind of reminded me of Doom and I loved it!
Really liked the shifting between realms to progress in the game. The goal was a bit confusing, and the 3d scanning was a bit off, but I really liked the aesthetic of it. Gave me a real Hexen or Doom vibe.
Hmm, it looks like a lot of work put into it, the terrain animations are captivating. It was tough knowing where I was and how the realm jumping affected me. Perhaps more focus on the minimap would have fixed it.
The visuals are amazing! I was very confused for most of the time which is mostly my fault for not reading the instructions, but I got the hang of it after a while. With a bit of polishing this could be amazing
This is a hell of a lot of work in the compo time frame, awesome stuff. The game is certainly a bit rough around the edges to play, i found it quite difficult to figure out where to go or how to actually fight effectively, but the mood and effects make up for it for sure.
Really interesting and ambitious for COMPO game. Graphics are immersive and effect is cool. For your engine i don't find a way to put in fullscreen, i will appreciated to play in full screen. There is music but no sound effect, priorize SFX next time that increase the mood and you know when you hit correctly an ennemy for example (because the view and the animation not suffisant for that). This is a great work for a compo game, good job !
The game requires OpenAL which is included in the .zip if you for some unknown reason still haven't installed this awesome sound library.
Also, adding double as a command line argument when starting the game will double the window size for all you people with gigantic displays :-)