tenSecondsToANotSoCoolExperience by dudsen
Waking up in a room with a timer of 10 seconds and a note.
There seems no way out of the situation, if there weren't some dislikes about certain game mechanics...
Just walk around and enjoy. Ain't more than that ;)
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Ok, time was running out. Spend the first day to long on finding good ideas, so I just started and made whatever fitted in the moment.
No Startscreen, No Ending. No Mechanics. But hey, its runs and I learnt a ton.
Use WASD, Space and Mouse for "playing".
There seems no way out of the situation, if there weren't some dislikes about certain game mechanics...
Just walk around and enjoy. Ain't more than that ;)
________________________________________________________
Ok, time was running out. Spend the first day to long on finding good ideas, so I just started and made whatever fitted in the moment.
No Startscreen, No Ending. No Mechanics. But hey, its runs and I learnt a ton.
Use WASD, Space and Mouse for "playing".
Ratings
| Coolness | 71% | 3 |
| Overall | 2.33 | 1106 |
| Audio | 2.56 | 552 |
| Fun | 1.97 | 1119 |
| Graphics | 3.33 | 304 |
| Humor | 2.45 | 436 |
| Innovation | 2.22 | 1030 |
| Mood | 3.03 | 341 |
| Theme | 2.17 | 1123 |
Concept was good but I think it need more work! Sound almost gave me a heart attack.
@Reverend Speed: Animation was just simply Keyframes with the build in Animation Editor in Unity. Just altering the orientation of the FPS Cam and setting keyframes (carefully or you run into a gimbal lock). Fast and dirty solution ;)
By the way, saw that you updated your upload as a jam entry. Concept is amazing. Gonna try the new version out in a sec!
And again, thanks to everyone. Feels really good being part of the Ludum Dare compo/crunch - hell. Cool thing to see what all you gays made within 48h. Ok up for more rating now :)
The game is quite huge and I had fun exploring for a while. Although as other reported, the controls were not that good.
#1 - The 48 hour competition requires that all game assets be created during the 48 hour period. As far as I am aware that applies to textures as well. While the graphics are beautiful, much of it looks like standard assets or CG Textures.
#2 - The intro sequence was pretty confusing, and I wasn't sure if I was in control of my character or not. For example, the default jump ability was still usable. In this situation I would recommend not using the FPS camera, and instead apply your animation to a normal static camera that can't be player controlled. Then, when your animation finishes — perhaps check animation.isPlaying() on Update — you can create the FPS controller with Instantiate();
#3 - The physics of the player are pretty frustrating. You should probably reset them to the default values and ensure that you remove any physics materials you might have set.
#4 - The bridge had pretty wonky collision detection because it seemed to be a mesh collider, you should use a box collider instead, and add child GameObjects with colliders for the posts and/or invisible wall to keep the player from falling off. This can be done visually in the editor for ease of use.
I hope these notes help you a little bit and I encourage you to keep learning as much as you can! See you next time around!
-Add some invisible walls around the playground so nobody can jump off the island
-Make sure to desactivate all character movements during cutscene (except maybe mouse in this case?)
-Remove trees that fly above the terrain
-Try to stick panel to wall
I know it's details but it will really looks more polish, even if it's not finish !
Good start :)