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OverheatOverdrive's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of Theme | #1 | 3.667 | 3.667 |
| Visuals | #1 | 4.000 | 4.000 |
| Creativity | #2 | 4.000 | 4.000 |
| Overall | #2 | 4.000 | 4.000 |
| Gameplay | #2 | 4.000 | 4.000 |
| Concept | #4 | 3.667 | 3.667 |
| Audio | #6 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Tools used
Godot, Bandlab, and kleki.com
Team-mates (if applicable)
N/A
How it fits the themes
The planet is warping reality, causing the world around you to glitch out.
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Comments
I made this game and I think that it's pretty cool. Wish I spent more time on environment design in the last level and the menu scene. but hey, I got it done.
I like it!
The concept feels good, the level design is solid, and the music is good. However, I did encounter a few bugs, such as at the end of level 2. Visibility isn't very clear; I found it easy to get lost in the first level. The music doesn't loop properly.
Even so, I had a lot of fun!
Can you specify what happened at the end of level 2? It's the level I spent the most time and care on so that's heartbreaking to hear.
As for getting lost, it is (sort of) intentional; I wanted the world to feel distorted warping and dark, specifically in the first 2 levels as a way to contrast with the 3rd level. Visibility was something I struggled to balance a lot during development (And while making parts of the levels because for some reason Godot doesn't give you an option to disable the WorldEnvironment Node in the editor), and while I don't think it's perfect, I think I managed to reach a somewhat happy balance.
Glad to know you enjoyed!
Ignore what I said about the visibility, it actually looks fine. I was just tired and played it in the dark.
It seems like it's not just at the end of the level (I replayed it just in case), but the level itself. I'm not sure if it's only happening there, though. Basically, I either fall into the void or get stuck inside walls (which was the issue I mentioned in my comment).
I honestly don't know if it's because I'm running the game through a third-party application (my OS is Linux and your game is for Windows) or if it's an actual issue with the game itself. I had to wait until I died to restart the level without losing my progress, and I doubt that's part of the intended experience.
I also really love the idea of a time trial!
Oh. I think I know what's happening. For this project I used the Portals 3D Plugin by Vojtech Struhar. The plugin works fine, but it doesn't transfer velocity when portal orientations don't match, and it is sometimes pretty buggy. If these issues happened in any of the following places:
The final door of the faucility before the evacuation complete text
The exit to the saloon in the dust city
The entrance to the sewers in the dust city (Labled "Dustys")
The halfway point of the green halls post-sewer
The exit of the green halls to the Alleyway in the Dust City
The transition between any two areas in the Upper Layer (To a lesser extent because this level's portals were mildly adjusted after I figured out the velocity issue)
Then you may have had issue with the plugin, of which I am unfortunately not smart enough to edit or fix. Otherwise, it may be an issue with the way doors work (Loading and unloading certain areas when given the que to) or with specifc parts of level geometry.
Very trippy but fun game
Sliding around is cool, second and third levels are very good and the sound effects are awesome
If i had to complain...
Turning around is a little annoying when dashing, doesn't allow me to feel much of the flow
The songs are great but they're very short and don't loop properly
Other than that, really fun and enjoyed my time a lot!
Turning while dashing was always meant to be hard because I hate it when games give you an option to sprint or not, but make no consequence to running (Like a stamana meter). I also thought that a stamana meter was too lame for this game, so the "ice physics" as I call it while sprinting as well as the dash cooldown when hitting a wall or pressing the dash button again was my way to slow the player down and make them choose when to sprint and when to walk.
I am sorry about the music though, I had 2 people who both promised they could make music for this, and both failed to deliver so I had to make all 3 songs and almost every sound effect within the last 2 hours of the game jam. Time was tight and this was my first time working with the Audio system of Godot to the extent that I was.
Glad you enjoyed!
Oh wow, in 2 hours?! Very surprising, it's still good music