Tools used ---------- - Unity - Rider - Blender - Gimp - Substance Painter - Ableton Live
Post JAM change log ------------------- - Fixed lighting and shadow issues (light map baking, object normals/scales and materials) - Fixed the "Quit" button crashing the game - Fixed some sound issue - Fixed camera movement in level 1 because it caused motion sickness - Fixed the movement desynchronisation over time of the moving blocks
Known issues ------------ - You can get stuck sometimes. Press R to restart... sorry :sweat_smile: - The web version takes a while to load. Please have patience.
It was fun and the graphics are nice but the camera needs some work. It probably would have been better to allow the player to control the camera with the mouse, at least in the first level because of the tight spaces. trying to get past obstacles and having the view jerk around because the camera was touching walls was really annoying.
Once I got out of the cage it was a lot more enjoyable.
Also, that first level is brutal for an intro to the game lol.
The moving blocks would get out of sync making it impossible to pass at times and they were 'sticky' so if they touched your rolling cage, you wouldn't be able to move and get pushed off.
That first level was quite the challenge. Trying to fit the wheel into narrow areas was quite frustrating but satisfying when it fit. I enjoyed the tunes and the concept was all around fun. I would make the first level a bit easier as someone above also said but this was a really great job. The graphics were great and I thought it was a fun play. Great work!
As a developer I am so impressed with what you guys achieved in 72 hours. This game is actually a big deal especially given you guys made the whole things yourselves.
As a gamer I was so frustrated with how stuffy and claustrophobic it felt haha. It was unbearable trying to maneuver around tight corners. But I still enjoyed this! Great work
These graphics are amazing... I was not expecting it to be WebGL! A fun game for sure. The movement was a little frustrating though. But grinding around in a hamster wheel was pretty good fun :D
@skleembof yes, the out of sync problem with the moving blocks was my screw up. Didn't relize it while testing at all... should have implemented callbacks on the movement to check where the other blocks are. But it's too late now :-)
Game Play is tough due to whacky camera movement but Overall the graphics was perfect....music....really fits the game......But Man Please Work on The Camera.....My Brain is still shaking....
Finally found your game! I thought the controls were nice, I don't expect a hamster in a wheel to be able to turn like a Prius, but was pleasantly surprised when I could traverse the gap between two platforms because of the size of the wheel. The modeling was awesome as well, great job guys
Really loved the idea, and the graphics and animation are gorgeous! The music also add to the mood of the game! Camera was not helping sometimes but in such a short time it's already an amazing job, had fun playing this, well done!
@redunca@jarvisp99@macmist Thanks for the feedback and please excuse the shaky camera movement. We have published a new version which should make you less nauseous (the original version is still available).
Amazing game! Managed to beat level 1 and collect all carrots in the 2 level (room), but couldn't find the exit after.
Moving platforms is not a trivial task in Unity physics but it works very nicely in this game. Also did like the trickery of sphere clipping in front of camera. Overall the game is very polished, loved the graphics and the music.
I must admit I am impressed with the result: it does not feel like something made in 72 hours. There are amazing graphics, really cool music and damn hard levels. I am not a big fan of how the rotation is handled as I find it quite frustrating: sometimes you turn really slow and suddenly you turned 180 but, other than that (and that known bug about getting stuck), the game is really fun to play and challenging. I also loved the details such as the drifting wheel when turning really fast
the graphics was well working system and the hamster wheel regognized the displayed elements and physics engine worked fine. Controlling the wheel was slightly difficult and some of the advancement in the game simply didn't happen because controlling was cumbersome. But the game as a whole looks good.
The turning was, as others mentioned, a little wonky. It makes sense that you'd turn slower while at a standstill and faster while moving, but it seemed that turning while at a standstill would fluctuate between turning quickly and turning slowly, as if it's getting caught on something.
Also, maybe I was expecting the steering to mimic that of a car, but reversing while turning felt backwards. I don't think everyone would have that issue, though, it's probably just me.
This almost reminded me of Super Monkey Ball! The fact that you can't turn well when up against walls and in tight corners makes me think that the gameplay would be better-suited to more open levels where you can build up some speed, rather than maneuvering in tight quarters. But what I played was fun and nicely polished!
Thanks everyone for the valuable feedback! :heart:
@jamison The game idea was actually inspired by Monkey Ball! Just with a wheel/cylinder instead of a ball. :smiley:
The problem with turning is that we have implemented it physics based via a torque applied on the y axis. This leads to inconsistent turn speed due to friction which can vary on how exactly the wheel touches the ground. Regarding turning when going backwards: The rotation is applied in the same direction independently from the rolling direction. This feels counter intuitive because it doesn't behave like a car. Maybe turning could be implemented with tilting the wheel slightly to one side (think more like a bike) instead of rotating around the y axis. But this would probably not work when standing still and make navigating narrow spaces difficult. In the end everything would be much easier with a ball/sphere :sweat_smile:
And I agree, in hindsight more open levels might have been a better fit.
Woah, i love the effect where anything close to the camera get sliced so you can see through it, but It's crazy impressive that you can actually still see the 'inside' of the object with lighting still working properly and everything! Was that done with ray marching? Really cool. Great job all around, I got all 20 carrots, but had no idea how to escape. I probably missed something important... oh well. Really cool game, and great job all around!
controls are weird, I was getting stuck unable to move at many spots, had to reset levels many times, which it kills the fun. however i must say the idea fits the theme pretty well and the graphicsa are great :)
That little hamster was so cute! I felt the controls were OK even if they’re physics based. It just felt wrong on the slopes on the bed because you have to roll on the side (and not in front) so it becomes very unstable.
Finding carrots was very frustrating to me because on both of the levels I missed a couple on the beginning 😵
Anyway that was still fun, haven’t tried on my phone yet.
Hey I made a hamster game too! I love how this game is 3D however and a whole lot better graphics. Love the music, the gameplay, and the pun of Hamsta’s paradise. Nice job !
I like the concept, the presentation was really solid too. I couldn't really get past the controls though... I assume the clunkiness of the movement was intentional, but it made it really hard to actually play the game and I lost interest before finishing the first level due to getting constantly stuck on the level geometry and stuff. I think if turning was made to feel more natural, that would go a long way in improving the feel of the game. There were times where I just straight up couldn't turn (getting up the ramp at the start was really annoying), and other times where the turning was extremely sensitive, which lead to it feeling inconsistent.
This is my favorite game I've played so far! It's unbelievable what you guys achieved in 72 hours. The use of the theme was straightforward, but super effective and I was already satisfied with the cage level, but the room level that came afterwards was an amazing touch. I see how people are talking about the camera, but I also know how hard it is to get a third person camera to work on such tiny space and for the jam the effect is cool are more than enough to work. I've also loved the music and the graphics (the hamster is super cute!). I don't have any criticism to add, maybe work on a post jam version with extra levels? The controls are very well built and we understand how the wheel works immediately (not to mention the polish with its bounciness and sparks when we move too fast). Thank you guys for bringing this cool experience to LDJam, we definitely need more of this!
PS: thanks for playing my game, hope you enjoyed it as well!
This was a fun little rage game, I wish the controls were tuned just a little bit more as it got pretty infuriating, the culling on object near the camera is done really well and I quite like it. The visuals and audio are good, overall a solid entry and it fits the theme well, good job I quite like it!
Love the idea, the hamster also looks super cute, and the music fits well. For me controls were a bit hard, so I would consider or changing them, or providing some guide about how to use them (as looking on comments, some people liked it, other find them hard). Good work!
Comments43
Once I got out of the cage it was a lot more enjoyable.
Also, that first level is brutal for an intro to the game lol.
The moving blocks would get out of sync making it impossible to pass at times and they were 'sticky' so if they touched your rolling cage, you wouldn't be able to move and get pushed off.
Good job overall, this is a great Jam game
As a gamer I was so frustrated with how stuffy and claustrophobic it felt haha. It was unbearable trying to maneuver around tight corners. But I still enjoyed this! Great work
Solid LD entry. Congrats :raised_hands:
@zepapa @oddsocks @skleembof @samdwester @todd-mitchell
I'm glad the overall reception is good. Thank you all for your feedback.
Nice execution - I enjoyed the graphics and music.
Thanks for the feedback and please excuse the shaky camera movement. We have published a new version which should make you less nauseous (the original version is still available).
Moving platforms is not a trivial task in Unity physics but it works very nicely in this game. Also did like the trickery of sphere clipping in front of camera. Overall the game is very polished, loved the graphics and the music.
Top entry here, no doubt.
Thank you for testing the game.
Congratulations for the animations and graphics !
The turning was, as others mentioned, a little wonky. It makes sense that you'd turn slower while at a standstill and faster while moving, but it seemed that turning while at a standstill would fluctuate between turning quickly and turning slowly, as if it's getting caught on something.
Also, maybe I was expecting the steering to mimic that of a car, but reversing while turning felt backwards. I don't think everyone would have that issue, though, it's probably just me.
This almost reminded me of Super Monkey Ball! The fact that you can't turn well when up against walls and in tight corners makes me think that the gameplay would be better-suited to more open levels where you can build up some speed, rather than maneuvering in tight quarters. But what I played was fun and nicely polished!
@jamison The game idea was actually inspired by Monkey Ball! Just with a wheel/cylinder instead of a ball. :smiley:
The problem with turning is that we have implemented it physics based via a torque applied on the y axis. This leads to inconsistent turn speed due to friction which can vary on how exactly the wheel touches the ground.
Regarding turning when going backwards: The rotation is applied in the same direction independently from the rolling direction. This feels counter intuitive because it doesn't behave like a car.
Maybe turning could be implemented with tilting the wheel slightly to one side (think more like a bike) instead of rotating around the y axis. But this would probably not work when standing still and make navigating narrow spaces difficult. In the end everything would be much easier with a ball/sphere :sweat_smile:
And I agree, in hindsight more open levels might have been a better fit.
Finding carrots was very frustrating to me because on both of the levels I missed a couple on the beginning 😵
Anyway that was still fun, haven’t tried on my phone yet.
The game played super nicely, the visuals were clean, the score was very fitting to the game!
Can't really complain, very solid game all in all!
PS: thanks for playing my game, hope you enjoyed it as well!
For me controls were a bit hard, so I would consider or changing them, or providing some guide about how to use them (as looking on comments, some people liked it, other find them hard).
Good work!