Quite nice! Would benefit with base text dialogue skip/fast forward functionality as texts are appearing very slow - would work with full audio narration, but slows the experience a bit as everyone reads differently I guess.
Minor flaws with screwdriver going through other objects (just changing the angle a bit would fix this) and in the end was a bit confused and thought it was a bug, when box started to close but we haven't put back the main cylinder - could be also added some narrative bit about shaping pins and the song together, or just changed the order somehow of making a sketch for the song first, adding cylinder in, and only then close and carve the lid, as this feels like a finishing touch.
Also I really missed the turn of events as it was surprising to read about "she was weak to turn wind up the key" - just small narrative nitpick.
Pretty enjoyable story experience!
wowaaa5
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Great project! Got lost a bit at the beginning, as I didn't raise the camera back, and started wondering around, so I visited all the landmarks prior to moving on the intended route. Only skipped the stone bridge somehow, as I couldn't find the pile of stones I saw in the video later, and with the dog having wood I somehow managed to get straight to the cabin. Also snowman trigger was a bit rough as I couldn't get it in properly in a lot of tries although visually not sure what I did differently for it to register. And stars would be nicer to have better distinction for actionable portions, and not even highlight cursor for out of order selection. Anyways quite enjoyed it once got back on track till the very end!
Thanks so much, glad you liked the concept! Optimization was on my checklist, and I'm quite disappointed I didn't manage my time well enough to get to it before the deadline (it ran fine on a 5080 at 4k and okay-ish on a 2070 at 1080p, so I knew it needed polish). I'll definitely revise it as soon as the submission lock lifts!
Some nice core gameplay there, but to me personally it feels that sometimes less is more - I'd rather go find a rare fruit on a faraway tree and get a directed journey to get there and return back overcoming some obstacles, than doing a 100 chore side quests of picking abundant items around. Anyways, that is really subjective, and I can see audience for the game as it is.
Also was a bit confused on how to send my second potion back, as I didn't connect that each book is a separate quest and not a general delivery point - to me this picking flying item friction feels unnecessary.
Since the very beginning and first look around started to wonder if I'd ever get to other islands, nice work!
Loved the atmosphere! After a tutorial thought this would be a puzzle game, but in actual gameplay the mechanic didn't really open up for me as I just wanted to reach up, and not move back down how the video suggests. Maybe levels should be more open for this mechanic to shine. Also a few times there were dark tiny pieces of wall not visible but blocked movement. A lot of potential here!
There is definitely a potential to it, but quite rough so far. Not clear to me whether I'm bad at it, or it stops giving visual feedback for hitting notes, which could be a bit too strict - at first I didn't even got the distinction between already played notes and new markers. Even button mashing is not getting hits on dense sequences. Could be more focus on how well I'm performing, and whether that brings faster progress and level ups to each ring. Regardless I managed to get the full song.
I will probably do a performance round later on trying to get it better, although submission is locked for now. Underneath is Material Point Method Sand technique together with a Screen Space Water. But I was surprised it ran somewhat ok on a modern phone too - although doesn't have any touch controls yet (another unfinished feature). As mentioned in description a somewhat modern GPU should suffice and be sure your browser is actually running on it, as performance tanked for me when I launched Chrome on a monitor that was connected via usb-c and not on a direct cable connection to GPU (at least it is expected behavior on windows and multi monitor setup).
Six icons on top are there to just give a hint to possible goals, plus there is three more hidden ones - including the one triggering the night. Not sure what kind of interactivity is expected - just take a closer look again? (Another idea I have is to take a screenshot of current beach state on reaching each goal and on click show it back for you on a themed summer postcard with the goal stone)
