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How does the game fit the theme?
You don't have to trust anyone on the way till the end.
What code and assets did you not make from scratch during the jam (if any)?
The player controller (made by me a long time ago),
Music (I'm bad at music),
The villan on the billboard and the old man doing thumbs up on the billboard and death screen
How many people worked on the game?1
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Comments
The first jump really set the tone.
ABSOLUTE CINEMA
Once I got to the settings and turned down the mouse sensitivity, things got more enjoyable. :) I didn't get very far, but found the game interesting
the mouse movement was lowkey NAUSEATING. This feels like a roblox obby LOL. which isnt bad, but just something it reminds me on. I think the idea is interesting, but needs a few hints rather than throwing me in the deep in immediately by telling me to parkour off signs. Especially when you stick to a sign, it took me about 5 minutes to try spamming jump while stuck to a wall to climb. I kept jumping off thinking there was an invisible platform I was supposed to walk on.
Mehran jan afarin jaleb bud faqat yekam mechanic e climb e bazi ru mokh bud. Khaste nabashi azizam!
It's an idea taken unseriously in some aspects. I like platformers, and this satisfied some of my expectations of a good 3d platformer! There is definitely a lot of potential; perhaps if there were a clearer path of progression and direction, I would not have quit so early. But what motivates me is that sunset along the endless water; I really liked the water simulation.
Thanks! I used this water shader by the way: https://github.com/danielshervheim/unity-stylized-water
We have to agree with Crabguy studios, the game overall is too hard. It would make sense to start off easy and increase the difficulty over time. We managed to climb the signs, but thats pretty much it. With a little bit of fine tuning the game could work out as a tricky platformer! :)
The idea is there; I like the water shader. The mouse aiming was too sensitive, and a lot of the level just looks like unity's default cube with no materials, and the skybox looks like you just deleted the directional light. Personaly I never found a way off the start platform. Overall the movement worked.
It is supposed to be a hard hame. I'll tell you how to get off of the platforms. First, jump towarda the closest billboard and hang in there via W. Then, use space to slowly climb back up.