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thehen

39
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26
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A member registered Oct 22, 2014 · View creator page →

Creator of

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(1 edit)

I thought the writing was excellent and really enjoyed playing! Only thing I didn't like was the TTS voiceover, I found it distracting from the great writing, would have preferred no voice or option to turn it off. As you're using AI for voice anyway, there are some better free offline options like https://voicebox.sh/. I was getting some LA Noire flashbacks when playing! 

Excellent feedback, thank you very much! I have that exact Mac mini in the office so I will try and repro today. Sounds like the game is GPU bound for some reason. Any chance I could get Chrome version too? The executable shouldn’t have this issue, it’s just the WebGPU graphics api in Unity is a bit experimental still. 

Totally agree with the UI as well. I was trying to go for something minimalist, but feels a bit placeholdery for sure.

Hey thanks for playing! Can I ask what browser you’re using? I’m also on an M4 Mac 🙂

Also anything specific on the UI? I will look at fixing. Thanks!

This did just make me realise the other players visibly teleport when they wrap around the map though! Oh no! Maybe not that straightforward after all. 

Thanks so much! Multiplayer was surprisingly straightforward - I used Coherence, so just a lot of drag and drop to sync components and values. Definitely faster and with more gameplay than if I tried to do a campaign. 

Thanks so much for the lovely review! I'm a big fan of your game! 

Nice! Hopefully in v2 I can have trees, and rivers and all sorts of other fauna :)

Thank you!!

Thanks! Haha cool that you noticed this, I spent a disproportionate amount of time on it. I have a lot of blurred transparency in my UI, and fog of war is always a solid colour, so I really wanted to do it differently and show unexplored area as negative space to show the game through. It absolutely killed my fps to begin with, had to do multiple rounds of optimisation!

Thank you! It was tricky to get right - so many edge cases as it doesn't fill instantly.

Thanks! 

Thank you!

Hey, thanks very much! I gave a talk a few years back on 'mechanic driven design' and talk a lot about contextualising mechanic through narrative, visuals etc. which is what I think you're describing! https://drive.google.com/file/d/1I8YNLb_4qLLlmxCTItkFQe04Zv9mS-7G/view?usp=shari...

Happy to chat anytime about game design!

Jump doesn't work for me either :(

I really enjoyed this, love the music box theme interpretation! I didn't realise that was what you were going for - then at the end when it opened and the music played I was like aaaaaaaaah. So nice!

Not sure if I'm being an idiot, but how do I go back from here? Enjoying it so far!

Fun little game! Solved a bunch of levels :)

Fun little game! Solved a bunch of levels :)

The longest I've played any of the games in the jam! I completed it on day 34.

Really polished game loop. I really appreciated the onboarding/handholding as I don't normally play these games, but I was addicted by the end. Now I really want some truffle toast!

It's a five stars from me!

The first character design made me laugh out loud - so cute! Amazing attention to detail, loved the audio - especially the text sound, and character shadows were a great touch. Seasons changing too!

I hope you continue working on this and bring it to Switch - I would buy it!


Thanks for playing! Both big inspirations for sure!

Cool! Thanks for playing :)

Thank you!

<3

Thanks!

Thank you!

Hey, thanks for playing!

Yes I totally agree regarding single player. I was thinking something like Caravan Sandwitch for single player world design. Maybe ruined towns/villages which you bring back to life and people populate. Also like the idea of being co-op as well - think it would be a really nice experience if you and some friends were just cruising next to each other, leaving a trail of fauna. I need to spend some time thinking about exactly how gameplay would work - maybe you can get off your hover bike, there's different vehicles, missions etc. 

Thanks!

Wow thank you so much for the great review! 

All the grass/flowers/particles are compute shaders. I used this tutorial as the basis: https://www.proceduralpixels.com/blog/custom-gpu-driven-rendering-in-unity. I would make the shaders in shader graph myself first as was easier to iterate and get the look right, then port to compute for better performance.

The secret to browser performance was using WebGPU graphics pipeline so I could do a bunch of stuff using compute shaders. There’s an experimental setting on Itch io to enable it. It did break a lot of stuff though, including GPU occlusion culling which I reported to Unity as an engine bug!

Beautiful atmosphere!

Until the next full moon! Really enjoyed the concept. The cat couldn't resist my bonito flakes.

Very simple snake gameplay. Would have liked to see some gameplay features to differentiate a bit. 

Nice simple platformer. I find the ball inventory too punishing - I can get right to the end and then accidentally use a ball/shadow and have to restart whole level. Not sure what the meaning of the ball and shadow are?

I enjoyed the level design! I did get a bit lost at times, maybe a hint system would help :)

Love the atmosphere! Also really liked the idea of using the lines of the music to traverse the world.

Sometimes I felt it was a little unfair - like I'd create a path that I could progress with, but it would force me to rewind until it was exactly right. Otherwise great job!

Ooh yes that would be super cool, and it could spray seeds when you drift.

This is cool

If anyone has any problems with crashing, I've uploaded a new DX11 build which looks like it fixes things! Please let me know if it runs okay!

Great work!