I liked the puzzle game! The controls were a bit weird at first, though.
Amorindis
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I had to click on it because of Carl. I agree, it's an interesting idea. I think possibly a more overhead/top-down camera angle would have made it better as it's easier to see where each one is facing. As it stands, there was a moment I had to turn around and face the wall so that the clone could hit a monster. Still, great work for 10 days' time.
Also, Glurp Glurp and get out there and kill, kill, kill. I'm halfway through book 8, had to pause on reading it because of the jam lol.
I had to click on it because of Carl. I agree, it's an interesting idea. I think possibly a more overhead/top-down camera angle would have made it better as it's easier to see where each one is facing. As it stands, there was a moment I had to turn around and face the wall so that the clone could hit a monster. Still, great work for 10 days' time.
Also, Glurp Glurp and get out there and kill, kill, kill. I'm halfway through book 8, had to pause on reading it because of the jam lol.
My game isn't really in a playable state, but I submitted anyway. I'm proud of what I learned since I tried something completely different than I've done in the past this time.
I may continue this game but completely rebuild it so the code's not so jumbled. Since I have more of a direction on what the final thing may look like, I can switch to making individual systems with events rather than everything making calls to everything else.
My first game Jam game was also in the same boat, but almost in the opposite direction where I tried to tie too many things to the theme and it just wasn't fun to play.
I still submitted though, because the feedback I got, even though I knew it wasn't going to be great, helped narrow down the "why" so I learned a lot from it.
Don't expect your first game jam to be amazing. As long as you learned something, you succeeded. Even if that something was what doesn't work or that you over scoped.
Really liked it. the only things I saw are really nit-picks. The area in the first level where it shows "Sacrifice [E]" sends me back to the beginning rather than to the same room, and the movement seems shaky.
I'm assuming you used transform.Translate when moving your character, as I've seen that cause the same thing during my testing. Another option would be to set the velocity of the rigid body (playerRigidBody.velocity = new Vector3(*direction*)) instead of just changing its position.
Overall, really fun and well done!
The flag is the end. I was going to add narration to it to help explain what was going on, but ran out of time.
The wall jump issue I tried to fix with raycasting, but I guess I needed a ray for the top and bottom corners or another box collider to prevent the movement.
Thanks for the play and comment! :)

