- Youtube Link / Twitch Link
- Graphics : Minimalist / Wireframe-esque , mostly I like it , but there's certainly some things that could really use a touch-up.
- GUI : Fairly minimal and "imsim"-y , both good and a bad thing in it's current state.
- Performance : Flawless
- Music / Sfx :
- Music : Completely absent, please add some songs.
- SFX : Mostly fine but might need some tweaks.
- Gameplay : A somewhat strange, somewhat unique puzzle game with SCP vibes.
- Misc Issues :
- There's numerous clipping issues found throughout the game
- Enemies and the player seem to be able to clip through objects are somewhat random intervals
- Some walls seem to be see-through, I believe some might've been intended with others being a glitch.
- Sometimes rooms can just switch colours every 0.5s or so even if you're looking at them (?)
- What happened at the end, was I supposed to just walk in the room and it end, stand there, touch the boiler? Something is off.
- Notes :
- I believe the the maps are randomly generated?
- I'm not keen on this, a handcrafted experience would be far more preferable , especially if it runs the risk of being softlocked.
- More colours aside from Red / Blue / White could make later levels even more crazy / complex.
- I like that there's different threats based on different colours.
- I'd like to see some variance on puzzles, e.g. we only had to shoot a thing on the wall once and I think that was explicitly a tutorial.
- Enemies (atleast blue frog/lizardmen) are nice in their variance [model-wise but also mechanics] and would like to see a little bit more
- Some items would be nice, e.g. Eye drops : Stops the need to blink for X seconds or restores them back to full.
- Mirror : Plop in front of a blue guy to just stop him as long as it's in front of him
- "Eye" : Keeps the room it's in / looking at , as the colour it currently is permanently OR , has it's own eye timer.
- I'd prefer if guns were more lethal with the obvious cost of energy usage going up. As it is, it just feels kinda slow/bad as it takes so long to kill.
- Chargers need to look distinct from the puzzle holders
- The player model could do with a bit of a touch-up, it looks a bit rough.
- Interacting with various items , especially on the right most slot of the belt and just in general management feels a little bad. [Reloading, Trying to swap out batteries with others , be it colour or charge variance]
- I believe the the maps are randomly generated?
- Final Thoughts : I see the idea here and I think it's good, but the execution is a bit mixed. I somewhat enjoyed the game, but figuring out the puzzle and then being able to execute it due to the somewhat fiddly mechanics is another.
Viewing post in Impermanence jam comments
Hey I just watched through your playthrough, thanks so much for taking the time to play the game!
Totally understand a few of your frustrations with the more janky parts of the game. It was made in a week for the Brackey's game jam, so I would have liked to spend more time fleshing out the tutorial and making things a bit less finicky (also having a proper ending lol).
Fair point on the random generation for the maps, the game was meant to be more survival horror and less puzzle originally which is why it was randomly generated to begin with. But 100% agree that if it ends up becoming more of a puzzle game, the hand crafted rooms make more sense.
With the ending we just genuinely ran out of time to put in something proper, so we just had it put a boiler room with a trigger saying you won haha. The idea would be that there are different sections of the ship that have different goals/puzzle mechanics and you unlock the door to go to the next section of the ship.
I also got what you meant with the puzzles feeling like they went from 1 to 100 very quickly, I think the first level there is probably more like the 4th or 5th level rather than the first.
I agree with most of your points of feedback, thanks again for taking the time out to play. I think the idea of the mechanics I was envisioning did manage to come through and I hope you enjoyed the experience despite some valid frustrations with some of the bugs.