This was a really strong submission. Lovely polish throughout. My main critiques are that after a while, flipping the coins felt a bit tedious re-rolling, and it was easy once I figure out how the game worked. Lots of potential for depth I'm sure though.
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thank you for the kind words!
jokes aside, i just want you to know that ever since i discovered "Horse Tag", i've been showing the game to everyone i can, to the point where i have it bookmarked. i think about it more often than the Outer Wilds sometimes
please, never stop creating stuff. you'll never know how it'll influence others
Wow, this was actually much better than I was expecting. I already thought that the game was really cute, but after a while, I got really immersed into the atmosphere and mood. There was a bit of a jank feel to it all, but it was really charming and felt thematic to the game.
Enemy design is really fun to play against and the loop got pretty tense due to the lack of checkpoints.
Really nice job! This is one of my favorite submissions!
Just a note to the devs, v1.2 works for me, but one of my friends also had issues. I'm not sure what Abyss-King saw, but all of the models were glitching and the screen was mostly black otherwise. Text seems to have rendered fine. I had an Nvidia GPU (RTX 3060 Ti) and he had an AMD GPU (5700XT or maybe 6700XT?). Hope this helps!
Thank you for the kind words! I was hoping to be able to get some basic materials in for the non-sonar world, but we ran out of time sadly. Still pretty proud of the complete package, and I'm really glad to hear people are enjoying the core gameplay loop :3
Although I do agree, I'm curious what you mean by the lack of audio, if you don't mind me asking. What parts or areas do you remember sounding too empty?
Why did I decide to join a jam where most of the submissions would obviously be horror games... The worst part is that this is a really good horror game.
I love how the tutorial was tied into the room you were in so you were able to figure out what the radio was talking about before moving on. This feels very polished and refined!
I impulsively pressed ESC when the lights first turned off and accidentally closed the game out of fear. That gameplay loop is really tense and feels super tight having to barely be able to balance everything. Audio and art were also really spot on, and I really liked the environment design.
I felt really accomplished and relieved after beating it. I fear that if this game was any longer, my little heart might not have been able to handle it lol
Very surprised you all haven't gotten a rating yet. You all got 5 stars for every category from me! :3
Thank you for enjoying our game!
I'm not entirely sure if you meant this, but there is a sound that plays from the sonar. The sound is actually just a wind chime. I thought it would be a good fit since could help calm the mood of the game since I was worried it would feel too "horror". I also liked how angelic it sounds.
I added a bit of fade out as the sonar shrink, and some reverb, but this is the original sound: https://freesound.org/people/Sllarson/sounds/342185/
Glad you liked it! To be honest, this game is a bunch of cheap tricks tied together, but I think it resulted in something more impressive than I anticipated!
The wireframe shader is actually really simple. I was originally going to use a wireframe shader from https://godotshaders.com/ But for some reason, they didn't work well with custom meshes and only on CSG meshes.
After some research, I ended up settling with having the `render_mode` be set to `wireframe`. Wasn't exactly what I wanted at first but it ended up working in the end! I was able to control the color, and have the wireframe fade depending on distance. (Borrowed a snippet of this code: https://godotshaders.com/shader/camera-distance-uv-scaling/)
As for the sonar shots, it's just a simple Area3D attached to a Rigidbody3D that bounces around. The Area3D checks for StaticBody3Ds and reveals the wireframe meshes so you can see it! The real world and "radar" world exist on different rendering layer and the Camera switches between cull masks.
Yay!! Godot!
Wish there was a category for "polish" as this game is absolutely outstanding in it, not that it's any more outstanding than the other categories. This might be the best game jam submission I've played so far. This wouldn't be so far away from a premium game title on Steam. Hope to see more from you!
Absolutely loved this! I think more games should have a similar art style to this, I thought it was so charming and cute. Superb writing by the way! I was invested the whole way.
I softlocked myself after moving to the right after the cutscene of the first fall, so I had to restart. Then I discovered that you can "sprint" through the dialogue by holding run. Very nice touch, got to go back to where I was immediately. Also, thanks for having FPS controls in this platformer :3
Thank you for the feedback! I agree, but in our defense, that level was made within the last 3 hours of the game jam and my first time using Unity's terrain creator. :P
Movement isn't fleshed out enough yet for levels to rely on them, which is why they're currently more reliant on the weapons system and reload timing. I want to add at least sliding, better dashing, a grappling hook, and maybe wallrunning.
We barely were able to scrap this game before the deadline (less than 10 minutes before), so we ended up having to ship with some major bugs. Any encouraging messages like yours definetly make us want to continue building up and polishing this idea.
I dont know how the other devs see it, but I see the powerups as "damage prevention". Using them correctly can help you avoid damage in the first place. Being able to heal yourself, I feel, would probably be redundant. Having really limited health also gave a lot of tension and challenge to the game.
Sorry about that dice offset issue. None of us have ever used Unity's new UI document, so it was a rough journey for our UI programmer, who I think did a great job regardless. What made it really difficult was that she never encountered the issue while the rest of us did. We might have to put the blame on Unity for that one...
That was nice relaxing game with a cool visual presentation and maze generation, but I wish the game did more to fit the theme other than the sprite. I think it could make an interesting puzzle game if the dice rolled to move and the player needed to land on specific tiles with a specific die value.






















