One day you realize that everything around is not quite real. In fact, you got stuck in the old analog game console. The output video signal is very unstable and looks like it could be used as a back door for escape. Good luck mate!
@barney25052 well, it's a default behavior of FPS templates in UE4 when you can't control player in the mid-air. But I am completely agree, that polishing of this feature would add more fun to the gameplay process and make it less clunky. Thank you for playing!
Cool platformer, I like the idea of a vertical level that you have to fall, the shaders are nice too. A red flash to show you touched a red zone would be helpful, and to also reset the momemtum when you reset, those two things would make it less confusing when you restart. Maybe more control in the air, but once you get used to it it's fine, overall I liked it (even though I choked on the leap of faith too many times :sob:)!
@tony@d3kryption tnx for your comments! Yeap, momentum resetting would be great. I had several issues with this during the play tests, but had no time for implementing. Will be a good point for overall improving plan, along with visual feedback for red-square collision.
I really like the visual effect! Really tough game though, I could rarely get past the first few sections haha. I think the biggest thing that kept getting me killed was the lack of much air-control - when I was falling I felt that I was unable to adjust my position or momentum nearly at all. I like the motivational text telling me not to give up though, and the idea is fun. Nice entry!
This is a neat little game, the pixelated effect works well to sell the "Unstable Signal", however I think it would get the point across better if the pixelated effect only triggered during the safe time. neat lil' game
@its-capp Hi, thanks for the comment. Firstly, I had the idea to let a player control this effect and switch different types of it during the falling. But it would take much more efforts in term of level design and developing time. Plus, outcome "fun" was not quite obvious since you control everything (unless you constantly falling).
So I decided to stick it to the timer, and make player to memorize it along with blocks below in order to perform a 'leap of faith' before each red square.
Cool game, I like the graphical effects! The idea of figuring out, then planning and timing your jumps is a novel one. As one commenter said above, a little bit more midair control definitely would've gone a long way. Nice work overall!
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Thank you for playing!
Yeap, momentum resetting would be great. I had several issues with this during the play tests, but had no time for implementing.
Will be a good point for overall improving plan, along with visual feedback for red-square collision.
Firstly, I had the idea to let a player control this effect and switch different types of it during the falling.
But it would take much more efforts in term of level design and developing time. Plus, outcome "fun" was not quite obvious since you control everything (unless you constantly falling).
So I decided to stick it to the timer, and make player to memorize it along with blocks below in order to perform a 'leap of faith' before each red square.