That music stopping concept is really good. I should've implemented that for sure. As for the soft music at the end, I wanted to make it melancholic and tragic and not intense.
Thanks for playing and for the review :)
Thanks for playing!
So there is background music and I kept the volume low intentionally just to convey a calm and sad ambience. I thought the silence will have a deeper impact in the story. Same reason I didn't do voice acting despite having voice acting in my game the previous jam. There were two instances of background music, the first time the protagonist stops time and then at the very end of the cutscene. It was silence in the middle (there was SFX throughout though, it was never complete silence).
Maybe you could watch the YT video and increase the volume a bit? Your comment leads me to believe that maybe none of the sounds (music and sfx) played when you watched it. It should easily be audible without headphones too.
Thanks again for the review. I'm stressing this much with the audio cause I did spend a great deal of time making it sound natural.
Your zip file is named FiveSecondsTooLate and the main menu also says Five Seconds Too Late. The game name is nowhere in the game 😅!
That being said, I liked the visuals, and the audio went well too. The crackles of the fire, the footsteps and the BG music tied nicely together. The message was quite simple, but that's not to say it wasn't good!
Overall, quite a calm enjoyable experience.
Well, I usually feel slideshow cutscenes are not really real time, but I did not feel that way here. The subtle animations, the flowers from the wrist, etc., were SO WELL MADE! It was a beautiful watch. Such a potent message delivered so softly, like it should be. Deserving of a podium this jam.
The theme was, I'd say, a 7/10 depiction. Literally speaking, 5 seconds won't make a difference, but clearly you meant it figuratively, as in "what might seem as an insignificant amount of time to others, can change the course of one's life".
Cool story. The fact that the hero dies is unique. The audio is alright, maybe some more sound effects, such as sword whooshing and a gibberish voice over over the text or even like text sfx would be welcome. I like the low poly art style a lot and the animations are pretty good.
The click to proceed however sometimes broke the cutscene flow. clicking too fast skipped even the animation, which leads me to believe the text is tied to the animation somehow? maybe using the timeline? if you did decide on interactable dialogue, maybe a dedicated dialogue system would've been a better design choice.
Overall, quite enjoyable, good job!!
Such a great submission!! The best parts were the camera angles. The car follow sequence was really cool and it made me feel like I was playing. Sounds were totally fine too.
Dick Storm obviously took it to the next level.
As for the only downside, I'm kinda torn on this: on one hand I do like cinematics that have a 2D-3D mix, and on the other, maybe the lighting and the environment in general (the outside, not the inside), could've been improved a bit, but I do understand 3 days is a really short period of time.
Overall, loved it. The action more than covered up for the potential downside I mentioned above :))
Did I mention I looved kkuba's animation??
The constant animation, the camera movement and the music really did convey the tense situation. When I first watch it, I kinda marveled at the level of animations you were able to put into it. Some from mixamo, but many weren't which was impressive. No comments on the blue faceless people because that's the style you were going for, and it looked completely fine.
Nitpicks: Some more sound effects would've been nice and the ending was a bit lack luster. Maybe some fog, some bloom and a darker environment would've suited it better.
Overall, nice one :)
I know that character!!
It was a treat to watch. Easy to understand, but the ending took it to the next level for me. Being friends with a dog cause you're stranded is a good way to convey loneliness. The camera cuts and angles were natural and went well together. Only thing is that you should've added some noise such as handheld motion to the cinemachine cameras (im assuming you used cinemachine). Overall, a good watch!
Thanks for playing, glad you liked it. About it being a bit too dark, yes me making the game also found the last scene to be a bit of a shock, but people often watch dark and gritty films and this was a stylized rendition of that. That's the reason there's no blood. And yes, I did spend a great deal of time animating and cleaning up mocap :)
Ig my testing wasn't good enough cause players still can't run it. After the jam I'll revert back to the older, less demanding build asap. Thanks for watching the yt video tho!
And yes it is sad. Alas you can't reverse time...
But maybe, you can salvage something out of the current situation? Your power is a gift, after all.
I think the last minute graphics changes made the load size a bit too much for the web (though I tested it on a lower-end PC and it worked after a long-ish wait time). No problems tho, glad to hear that the yt video came in clutch. And yes I tried doing facial animations using an avatar mask but for reasons I couldn't figure out during the jam, it wouldn't work.
Thanks for watching :)
What an infuriatingly cool game! I ended up completing it (maybe not cause there was a cryptic message at the end) and darn it, it was so well designed. At first it was a bit difficult to understand the mechanics and the shifting of the floor, but in the end I did it. Unique idea and the first time I moved the wall I audibly gasped and then tried to understand how you did it haha. The simplicity of the controls is also a plus point, so minimal tutorials but such a polished experience. A minor nit pick: the character sometimes got stuck on the edges of the floor above a hole if I kept walking towards it.
Overall: 9/10!
Quite fun, the UI, main menu, lore and the soundtrack is lively and funny. As for the gameplay, I figures out all the puzzles after like 5 retries but what I can say is it's quite repetitive. The screen effects changed twice and both times I thought it's the end. The ending was also very abrupt, I just got yeeted to the main menu. It would've been nice to see a cutscene of some sort or even some dialogue. The arcade doesn't have collision, the phone keeps ringing in the main menu and dialogue if the game gets over when while it is ringing. Also the mouse cursor remains invisible after winning the game and coming back to the main menu.
Overall it needs a bit of polishing but it has great potential. The idea is nice. 6/10.
No leaderboard for the jumping game? :(( Jk it was fun and the easter eggs were nicely spread out. Some made sense and others were just funny. Obv the toon graphics are a nice touch. I would say the USP of this game is the tons of tiny details meticulously added to make the world feel alive such as weather, daynight cycle, etc.
Overall: 8.5/10!
The music and minimalist vibe is charming. I'm guessing the inverted controls are intentional to give just a bit more of a gameplay challenge. Though I liked it and it's good for 1 hr of dev time, compared to other games that's I've played till now, it's a 5/10, which might quite high for such a game, but I'm not being charitable here. I do like it, played till lvl 45!
Each zombie takes around 5 shots to kill and I cant figure out what to do after running out of bullets (which happens very quick). Love the art and the hand rigging and IK are nice. Nifty little game, but yeah running out of bullets just leads to a loss. What are the coins used for? Also the spatial audio is reversed. Overall: 6/10, good one!
I found a way to escape the matrix and fall out of the world from the snowy landscape hehehe (no points docked for that though, it's tough to playtest every nook and cranny). I loove the idea the moment it struck me, I was like "Ohhhhhh! That's me!". The gameplay was very simple and cinematic although the start was a bit confusing. The interact button (E) wasn't mentioned anywhere and I didn't know at first the interactions are time based (isn't it?), so had to click around for a while before it worked. Interactables were also not highlighted in any way. Another tiny bug I found was that the "Break In" text lingered if clicked multiple times in quick succession. The abrupt ending and exit also caught me kinda off-guard.
Overall, great idea, nice gameplay! Needs a bit of general polishing.
Edit: How could I forget to mention the art style. It's top-notch.
Damn, it's hard. But fun! However, +1 bullet for one of the upgrades is pretty rough imo. The gameplay loop is fun and simple, but the enemies like to linger a lot. I mean if I suddenly come face to face with an enemy, it usually means I'll lose 2 instances of health since the speed of the enemies is only a tiny bit slower than the player. The game could also take a bit more polishing such as particles and UI.
Overall, quite enjoyable :)
No mouse lock? I can't turn all the way :((
That unfortunately makes it unplayable for me. I restarted multiple times, but it never captured the mouse cursor. Maybe it's a localized bug happening just for me but yeah. Also can't look up or down.
I liked the desolate and gloomy atmosphere and the crow noises. I'd like to give it another try after the jam finishes and you update the game :)
I loved the gameplay loop, the classic dopamine hit of an incremental game! The pixel art style grew on me as I played the game, although the colors were a bit too loud. Nit picks, I know! Audio design was also nice. IMO, you could dial up the difficulty a bit more. Overall, a really nice small game.