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It is an interesting game with limited graphics and a lack of instructions, which the video helped with. I developed a ski game with a cable car and enhanced Unity graphics. I suggest you work on this game after the jam and improve the graphics. The gameplay is acceptable, although somewhat tedious.

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I had fun

Thank you very much for the video :D I'm really glad you enjoyed the game. I left a comment ^^

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The game's fairly ok. I agree with Niven that the instructions should have at least been either on a piece of paper in the lift or shown briefly before starting the lift, but that's just a minor point for me since the original FNAF didn't (iirc) have any instructions in it as well. The game was fun once you started going. I kinda wish there was a 1 off item that you get that would keeps the hands out for 50m of the lift ride. But overall, it's a decent game.

Here's my channel for other games I have played. https://www.youtube.com/@Levont

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Thank you so much for your comment and feedback, I'm really glad you enjoyed the game :D

I'm very flattered that you compare me to FNAF ^^', I'm still a long way off. I agree that the game is sorely lacking in clear instructions. To be honest, I added the tutorial at the last minute to try to fix that, but it was a very intense jam, I would have liked to give it much more care :/ 

However, I'm still happy that you managed to play despite everything, I had a lot of fun during this jam and I'm glad people are having fun with my game too :) And I also agree that there's a lack of a tool to give the player an advantage to slow things down, I'll think about it for a more polished version.

Also, congratulations and thanks for the video, I took the liberty of leaving a comment :) Good luck to you !

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To my unfortunate surprise, the game isn't great and the primary issue with it lies within the most unclear instructions I've ever seen, ever. 

I understand the pressure of making a game jam project with limitations, time constriction, it is a monumental work to do it. Yet, the game jams are specifically made (in my humble opinion) to stretch the developers' skills, learn to work with given less and in the end, the most important thing is to create a working game.

Now, the game does work, yes, it runs well. It had good visual presentation and the sound design was up to the standards. The only, major complaint, which ruined the game's purpose were the lack of instructions. I spent nearly 10 minutes looking for what to do in the game. Note the fact that most players just download the game and they don't bother reading the long description or watching the gameplay (which isn't great to put up, because that directly speaks to the developer not being able to present the mechanics to the players), people just download the game and expect it to work, have guidance and enjoy it. This had no mention of in-game instructions, no mention of nothing. For me, major bad decision and in the future I would suggest to prioritize gameplay guidance over anything else in the projects. I've been making games for almost a decade and the most important part is to direct the player and give them the correct instruction, otherwise they will not get immersed in the game and quit half way.

It was really unfortunate to experience this and I do hope, if the game gets updated after the jam, it will include basic instructions for others. Good luck with the jam and future projects. 

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I find you kinda harsh man... The aesthetics are really good and the gameplay is fine. Plus it's a jam game, of course you're gonna read the instructions beforehand (and there is pointers at the start too). It is far too long tho, i'll give you that

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I'm sorry, but a game, which fails to establish the basic environmental instructions can't be simply dismissed as "oh that's okay". When I download and try a game, I invest time. It is my choice to play the game, that's true, but it is also an obligation from a developer's side to properly market/publish the game. You can't just feel like I was wrong, just because you think I was "harsh". I've played thousands of game jam projects and I've been involved with game jams too. Failure to establish the guidance for a player is a major flaw. And we are talking about masses of people, who don't even care about if the game is made in 7 or 5 days, those people just want to play the game and judging from their perspective, again, just simple add 1 line of text, all this can be avoided. 

And you know what, if the developer/developers cared about the project they would actually respond first and be more open to the issue. The lack of any response proves my objective point even further, that they didn't really focus about the main "gameplay" aspect of the game. Sadly, they don't even care. 

FYI the pointers from the start of the game didn't help at all. I don't know what version have you played, but main had nothing of sorts and I had to figure things out for almost 15 minutes.