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Meltdown Rewind's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #282 | 3.595 | 3.595 |
| Innovation | #393 | 3.405 | 3.405 |
| Audio | #434 | 3.324 | 3.324 |
| Overall | #511 | 3.324 | 3.324 |
| Visuals | #558 | 3.541 | 3.541 |
| Gameplay | #713 | 3.027 | 3.027 |
| Enjoyment | #829 | 3.054 | 3.054 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game fits narratively and environmentally. It's in a nuclear plant where nothing can go wrong. We are trying to prevent disaster in the narrative.
What code and assets did you not make from scratch during the jam (if any)?
Zenject, DOTween, NaughtyAttributes, SerializedDictionay, Quick Outline asset, Kenney UI pack
How many people worked on the game?6
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Comments
I'm really bewildered by the mechanics of this game. "Hi, are you Dave?" "Let me just shuffle my deck of yes/no cards and deal them out so I can answer that."
I like the framework of a card battle, but I just don't understand its implementation here. It just felt bizarre to have to look for 5 yes cards to just... Say... Yes. And the cards also jammed up and got stuck in slots.
Sorry to be negative, there was a lot to love here too, I just felt I needed to get that off my chest first. The overall vibe and aesthetic was good, and I enjoyed hunting down the defects in the plant to report back to the past. The pig stuff really put me in mind of Invader Zim.
yay, Invader Zim pig was reference for that 3d model!
Very atmospheric, and a nice mystery. The time travel idea is great! Unfortunately, I couldn't figure out the mechanics of talking to Bob without the power plant blowing up.
Mouse sensitivity was a bit too high.
The game is interesting, with good visuals and sound. The idea of time travel to see the consequences is great. However, the mouse sensitivity for character rotation is a bit too high—at such a low movement speed, it creates problems. It’s not intuitively clear where to drag the cards during a battle, and it's not even clear what the hand is for; if the cards are just yes and no, it would be better to either play them straight into the hand and fill up as you use them, or play them directly from the deck.
Great game! The visuals and sound design are excellent. The card mechanic is interesting, though it feels a bit unintuitive at first.
Wow really enjoyed playing this! What a great idea! The art style and sounds worked well together and loved the card-game mechanics. Loved having to travel in time to get the clues!
Having some more Feedback around the card hover areas I think would improve the feel a lot. Can be hard to tell where the cards should go.
Really great work! Such a fun experience!
I luv it. All element of this game has good, visual, sound,dialog, vibe and mechanic has amazing! I'm so surprise on game play and keep playing to win this game. So, I want to play more and more and waiting for the full game on Steam. Just do it!
Great Job!
Loved it! The story was pretty cool to see properly implemented with the time mechanic and everything (those damned pigs...) and the cards mechanic was certainly interesting!
I will say that it's still a bit buggy and confused me a bit when I first approached it, haha. I didn't realize I HAD to throw cards in the trash, nor that it's a good thing - so I kept just stockpiling them in my hand, which caused all sorts of weird issues (cards being on top of each other, getting stuck on the NPC side, etc etc).
I did eventually figure it out after reading the game page a little more closely - but I do think it's a little unintuitive; After I realized that trashing the cards generates more of them, I figured there wasn't really a reason to have.. ANY card in my hand? I just pick one out of the deck and either trash it instantly or give it to the NPC; The hand mechanic just meant that I couldn't give it to them directly from the deck, but had to make a stop in-between, which felt a little weird.
Imo, would be more understandable and flow better if there's JUST the deck and you pull a card out and need to either give it or trash it!
Either way though - super cool stuff, awesome job!!
I think the story idea of going forward in time to see what goes wrong, and then using that knowledge to prevent these things is a really interesting concept. If you expanded on this concept more and had some detective-like puzzle elements it would've been more fun for me, since currently the gameplay isn't much more than dragging cards around within a time limit.
Also it would be nice to see a good ending/ have some more explicit feedback that you have won (maybe I just missed it).
The sensitivity was also really high which made the first part of the game feel a bit more annoying so maybe adding a sensitivity slider would be useful (although I admit this is maybe more personal preference).
Really enjoyed your game! The story, the atmosphere you created with the music, sound and lighting (and those ominous red-eyed pigs). The gameplay was also unique and interesting. Well done!
Using time travel to prevent a catastrophic disaster is an amazing concept that fits really well with the Game Jam's theme. The core gameplay could definitely use some polish, but I do like the idea of using card to answer question, maybe you can expand on it further and make more answers other than a simple "yes" or "no"
In any case, this a very original and unique idea, executed quite well, great job!