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A jam submission

Unmute - A World Without A VoiceView game page

Submitted by First Age Interactive — 1 day, 21 hours before the deadline
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Unmute - A World Without A Voice's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.5133.513
Audio Design#13.8423.842
Narrative#63.4213.421
How well the theme was used#83.3163.316
Originality#93.4743.474

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What Synty asset packs did you use in your submission?
Polygon Scifi Worlds
Polygon Scifi Space
Polygon Fantasy Kingdom
Polygon Dungeon
Polygon Nightclub
Polygon Enchanted Forest
Polygon Icons
Polygon Fantasy Warrior HUD

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Comments

(+1)

Great game! It corresponds to the theme well, and includes audio and visuals that pull the game together nicely. I’d say it’s probably my favorite game in the jam! :) 

Developer

Thank you for playing! Please check out the mew update after rating is over as I've made some improvements to the game. :)

Submitted(+1)

This is a great game and I rated it highly. It is surprisingly polished for its scale and development time. I loved how you incorporated it into theme. I also wish there was a mini map other wise great level design, great visuals and easy to pick up!

Developer

Thank you for playing and I agree about the mini map. I plan to add a form of map after the jam, along with more fixes and additions. Your feedback is most appreciated.

Submitted(+1)

Really great game with incredible visuals! Loved how much content there was - so much to do and in such a well-designed space! I would've dug a bit more direction, such as a mini-map or something to guide me a bit, but the exploration felt fun and exciting. I had some trouble with some of the platforming, but that's on the animal controller being so loose with some landings and throwing me off some platforms on occasion. Overall a really impressive entry! Great work!

Developer

Thank you for the feedback and especially thank you for playing! With all the good feedback Ive received I've been able to make some needed changes in the new build. Hope you can try it out again after the Jam and I can upload the new new. 

Thank you so much!

Submitted (1 edit) (+1)

Beautiful game. Audio and visuals were very nice. Gameplay felt pretty good overall. 

I think an issue with the crystal lasers is that the only way to tell if you've dodged it is by watching your health bar. There is no difference in the visual effect of the laser whether it hits or misses the player, it tracks the player the whole time. The visual effect of the laser should miss the player if the attack misses. That would clear up a lot of confusion I think. Also, it needs a signifier to inform the player that they are about to be shot, like a charge up sound, lock on sound, or just some sort of precursor audio or visual effect to let the player know they are about to be shot at. The only way I could time my dodges was based on the timing of the shot that came before it.

I realized dying had no real consequence other than placing me back at the start so I just started ignoring the crystal lasers, tanking them while I gathered the loot. And started killing myself to reset my health or reset me back to a high point to try and reach more skyrings or glide to somewhere else high up. It felt like I was cheesing the game a bit. lol.

I got the runestones, skyrings, 100 musical notes, and the key, but I could not for the life of me figure out how to reach the door. I could see it on top of the hill at the far end of the map, but I couldn't reach it. I saw the floating platforms, but could not reach some of them and found platforming across them extremely difficult. 

The last cache of musical notes tucked on a ledge in a corner was very hard to find and I almost gave up. I only checked that location because I thought the cubes next to it might have been something.

I also found a few "caves" at the perimeter of the map while looking for Maxx, but all I found were a few ways to get out of bounds of the level. lol

Fantastic entry. Wish I had been able to finish it.

*Edit: I just watched your Sentinel Crystal Strategy video and... I never realized there was a double jump. I did all that without double jumping once. No wonder I found the platforming so difficult.

Developer(+1)

Wow some good notes here. Some of these I have corrected in the new build (which I cant upload yet). So I added a player HUD that gives off a warning when player is coming in range of the crystals aggro, and displays a transparent sphere representing the aggro range. Then an alert pops up to tell the player that the crystal is about to fire. The player rolls on that visual cue. I also added camera shake on hit with the blood overlay. It all seems to work very well to me and helps understand how the lasers are acting. I also need to add player lives so dying will have consequence. Thats a good call. The platforming also needs more attention and better design.

Thank you for playing and also providing the feedback, This really helps!

Submitted (1 edit)

Those laser changes sound great! 

I think not having lives for the jam game was probably the right call. Makes it easier on the player if something else in the game is frustrating for them or accidentally too difficult. But adding lives after the jam is a good call with all the quality-of-life updates alongside it. 

I think the easiest way to improve the platforming on the moving platforms would probably just be to make the platforms bigger, if you don't want to do a bunch of character locomotion tweaking.

Edit: Also, was there one of the glowing orb things that tell the player about double jumping? I don't remember running into one. I had no idea double jumping existed until after I quit. Would have made the platforming at least a bit easier had I known it existed. lol. I kept trying to use the glider to extend my jump and it never worked out great.

Submitted(+1)

This is just so beautiful. The sound design is perfect. The gliding works beautifully. I only managed to get all the rings and find two of the runes, and I can already see this game jam game has a lot more content then I thought you could cram into two weeks. This is so good! 

Developer

I'm happy you enjoyed it! Thank you for playing and for the positive feedback. It's not your typical 'Jam' game and marks my first attempt at a platformer type game. I actually only have about 9 days involved as something came up during the Jam, and I missed a lot of time. Please let me know if you end up progressing further, or find Maxx! 
Thanks for playing!

Submitted (1 edit) (+1)

I might try some more, I still have it downloaded. A save system and the ability to download it on the itch app are the two thing it needs.

Scratch that... i just installed it via the itch app and it works perfectly!

Developer(+1)

I did add some new updates after the jam. The save feature is on the horizon! That is a good idea and will have that up and running soon. Thanks for playing! 

Submitted(+2)

The visuals are very good, very cohesive and set the right mood. A bit more structure to the exploration would be nice but that's just me. This game has lots of potential. Great job!

Developer

Thank you for the feedback and for playing! You're correct. This is my first platforming type of game as I want to step outside my comfort zone for the Jam. I'm not sure this even really works as a complete game. I just wanted to go with something a little different aesthetically as far as style and story goes. I'd be lying if I told you I didn't have fun making it. I learned a great deal and I value that a great deal. 


Thanks again for playing!

Submitted

Is it possible to put a winzip file up to download?

Developer (3 edits)

Okay I checked and cannot upload anything to this project. I'll check to see if it would be a violation to provide an alternative link to a Winzipped version instead. I have a feeling it would be.

Submitted

It's okay... I've now noticed a bunch of people have RAR files now, I just might have to install winrar. 

Submitted(+2)

Very nice visuals and well done on the controls. My biggest gripe is it's so open and hard to know where to look. I would love to see a minimap to help that!

Developer (1 edit)

Hey thank you for playing and for the feedback! Much appreciated! Its the sort of game that takes a some exploring. Half of the objectives can be completed at the giant Crystals. There are a few different paths to take that are speedrun friendly. Seek out Auri down in the spore valley for helpful hints. There are also hints on my Itch page. Can you be the first one to find Maxx? I hope so!

Seriously, thanks for playing!

Submitted

those giant crystals pack a punch tho xD. I hope to get back to explore more after I’ve reviewed all of the other games :)

Developer

Roll/Dodge is your friend with the crystals. They each operate slightly different with their lasers. Good luck!!

Submitted

I tried to roll but it seemed like I was getting hit anyway. Perhaps I wasn’t though. How big is the windows of iframes?

Developer

if you count on a beat you can Dodge every time. It's about timing it right. The bottom 2 are on the same beat. The upper one has a faster rhythm and only shoots you when it has line of sight, but knows you're there. 

Submitted

so roll as soon as the audio cue hits? I think I was trying to roll right before it. Regardless I will try again once I get through the other games :)

Developer

Yep start your count after the first laser hits you. Then time a roll right before you grab each chest. 3 chests are with the Crystals and 1 is off around the corner somewhere. Once you get the timing down the Crystals get a lot easier. Thank you for playing!

Submitted (1 edit)

Alright I've rated all the games so I've come back to this one and I'm pausing to rage comment so sorry about that haha. I may be missing something but right now my feedback is I think you should have spent a little more time working on the platforming than  the map because there's a ton to explore but the platforming is super unforgiving and/or there aren't alternative routes (that I can find) to get high up. I have spent 30 minutes just trying to jump on this one elevator from another elevator (that are right next to each other) because the double jump is suppppper finicky and just doesn't work sometimes. Any tips?


EDIT: I made it and it was the elevator to get to the chest that was not by any crystals. Also that reminds me about the crystals. I not understand the rolling, but because the laser follows you no matter what it is a little confusing. I think having it shoot at a place where you are standing would be better, and if you roll out of the way you can see it hit behind you or whatever.

Worse than that, because that's not a huge deal is that you cannot dodge while flying, and you can't tell their range, so you just get wrecked when you're trying to explore and glide around (also when you're just running around and think you're out of range). I think that a solution to all of my laser problems would be a charge up sound instead of it instantly hitting you so you knew if you were entering its range.

Developer

It totally needs more platforming. and design as a whole. It was planned but I missed nearly 5 days during the jam so was not able to squeeze everything in. You can make it to the 3rd level by taking the back windzone, right under where you spawn in, at the bottom in the spore valley. It will launch you so far up that you can glide to the 3rd level.  You might even be able to take the rear smoke plume to the 3rd, or at least to a platform leading to the 3rd. Use your glider to drop in on your position after a double jump or wall run. Funny enough the lasers use to stop where they hit you and I changed it so they would track you. Issue is I didnt cut the beam duration down so the beam actually stays on the player longer after the damage happens. When rolling use the audio of the beam to set your timing. If you don't want to take the platforms to the corner chest, you can actually triple jump from the 3rd level where the upper crystal is and glide there. So there are multiple ways to get up there and find things.

I posted a strategy video on my Itch page where I do the crystals in 1 go, dodging almost every laser beam on ground. It's a challenging  game, but I think once you get the timing down it gets way easier.  Really like the feedback!

Submitted(+1)

Amazing, very beautiful, I like it.

My CPU was around ~70% in this game.

Is excessive CPU usage part of Animal Controller? I have that asset on my wishlist.

Developer

Hey thanks for playing. You know I've never really noticed it being high. It hovers around 40ish % on my 5900x. I've not done much optimization honestly since its  jam game. I do get very high framerates. I uploaded a new version tonight. I made a lot of changes so try it out and see.

Developer

Typically when I'm testing, I have the game up and Unity, plus maybe a video editor and 2 or 12 browser tabs. My CPU is a workhorse and can handle the load so I never realized it would be high. I did some optimizing on draw calls. I also locked fps at 120. There is a noticeable difference. Let me know what you think. Nice save bro! Thanks for the feedback!

Submitted(+1)

Exploring world is enjoyable, I still haven't gotten through it yet but I wanted to say that the glider is definitely a nice touch, the character controller feels really well done. I am really enjoying the multi-jump haha. 

Developer

Thanks for playing! If you make it through post your time :)

Submitted

I will! I hope to be able to submit mine tomorrow and then start playing everyone's games. Im excited haha!