I loved this game's look and atmosphere, really gives it a sense of urgency. The music definitely helps with that too. Really really cool game all around.
I like the idea behind the game a lot, having a world that materializes in front of you as you run is pretty cool. I would have rather seen a cube jumping around than the unreal mannequin though. When the world generates, the transition feels like a frame drop (but there isn't one as I checked given you uploaded a dev build 😄 ) Maybe next time try starting from an empty project and see how much you can do without any starter content, you might be surprised! It's all about the experience and learning in the end! Nice try though, really liked the idea for this one.
@ks-zealot no, I did not actually know there is the end) I managed to stay alive this way for about 25-30 seconds and then changed the approach and died)
EDIT: the fire seemed to be always in the distance
I did like the idea of this game, but some runs I got got thrown backwards into the abyss and was thinking maybe if the player was smaller in size I wouldn't just be able to hold forward and jump
This is a kinda neat idea carried by its execution. I like the urgency of it all, that is helped by the music and the pace. The movement feels really solid and fun. The visuals kinda knock it down a notch (especially the UE mannequin). I really like, that it's not an infinite runner, because that adds tension towards the end
As for some minor things, it is a bit unpolished. The transition is a bit awkward. I also found an annoying issue, where the shifting blocks could either stop the character or even throw him away in the opposite direction. It's not super common, but still
While basically a tech-demo it's a cool concept with fitting music. Feels a bitt stuttery when the world builds so close to the player. Maybe let the chunks generate farther off in the distance so that the player can anticipate them more, but to balance make them have larger holes?
Looks more like a proof of concept right now, but I can definitely see the potential. I also agree with @mascoll, it would be smoother if the blocks generated a bit further ahead.
@chartle yes, this exactly the point. You should feel UNSTABLE, you know. Uncomfortable. Urgency. Anyway, thanks for feedback. With your help I achieve rating 20
Nice game! A very cool premise! The assets look a little default, but hey it's a game jam. The color of the atmosphere and the fire in the distance is a super cool touch, and it feels frantic, as it should!
Comments31
I would have rather seen a cube jumping around than the unreal mannequin though.
When the world generates, the transition feels like a frame drop (but there isn't one as I checked given you uploaded a dev build 😄 ) Maybe next time try starting from an empty project and see how much you can do without any starter content, you might be surprised! It's all about the experience and learning in the end! Nice try though, really liked the idea for this one.
I managed to stay alive this way for about 25-30 seconds and then changed the approach and died)
EDIT: the fire seemed to be always in the distance
but I do like it 3/5
1 - I close game on ESC
2 - Some ppl dislike for this
As for some minor things, it is a bit unpolished. The transition is a bit awkward. I also found an annoying issue, where the shifting blocks could either stop the character or even throw him away in the opposite direction. It's not super common, but still
Feels a bitt stuttery when the world builds so close to the player. Maybe let the chunks generate farther off in the distance so that the player can anticipate them more, but to balance make them have larger holes?
But the atmosphere is awesome😄
With your help I achieve rating 20