Sepulcher of the Unicorn by Jon Fisch
Thanks for checking out my game! (Hooray for last minute, mostly [almost completely] unrelated titles.). Any feedback would be greatly appreciated, and suggestions are always welcome. For this game, I used Unreal Engine 4, Blender, Photoshop, and Audacity. I haven't used UE4 for very long, so I saw this as an opportunity to get acquainted to it.
Controls:
Use WASD to navigate
Use the Mouse to look around
Use the E key to interact
Use Spacebar to jump
Controllers: (You will need a mouse for the main menu)
Use the Left Stick for Navigation
Use the Right Stick to look around
Use the left face button to interact
Use the bottom face button to jump
Jam version updates:
Fixed a rendering issue with the second set of light bulbs so they would actually be visible in game.
Post-Jam version updates:
The water wheel paddles now looks wet where they touch water
The bottom of the cave now looks slightly wet
The waterways now look wet where they touch the water
Fixed a graphical error with the waterway material in the pump area
The waterwheel generator actually has the proper textures now
Waterwheel rotation has been replaced with animations to fix a problem where the wheel turns backwards
The waterwheel lever can now be turned regardless of whether or not the pump lever is on
The second lift now turns off when the power is turned off.
In the interest of fairness, please play the jam version when voting.
Controls:
Use WASD to navigate
Use the Mouse to look around
Use the E key to interact
Use Spacebar to jump
Controllers: (You will need a mouse for the main menu)
Use the Left Stick for Navigation
Use the Right Stick to look around
Use the left face button to interact
Use the bottom face button to jump
Jam version updates:
Fixed a rendering issue with the second set of light bulbs so they would actually be visible in game.
Post-Jam version updates:
The water wheel paddles now looks wet where they touch water
The bottom of the cave now looks slightly wet
The waterways now look wet where they touch the water
Fixed a graphical error with the waterway material in the pump area
The waterwheel generator actually has the proper textures now
Waterwheel rotation has been replaced with animations to fix a problem where the wheel turns backwards
The waterwheel lever can now be turned regardless of whether or not the pump lever is on
The second lift now turns off when the power is turned off.
In the interest of fairness, please play the jam version when voting.
| Windows (itch.io) | http://jon-fisch.itch.io/ld32 |
| Windows (Post-Jam) (itch.io) | http://jon-fisch.itch.io/ld32 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=22782 |
Ratings
| Coolness | 59% | 3 |
| Overall(Jam) | 3.31 | 447 |
| Audio(Jam) | 3.53 | 172 |
| Fun(Jam) | 2.75 | 724 |
| Graphics(Jam) | 4.45 | 49 |
| Humor(Jam) | 2.42 | 736 |
| Innovation(Jam) | 2.56 | 805 |
| Mood(Jam) | 3.70 | 123 |
The "puzzles" could be better, the door puzzle is pure trial and error, it's just guessing.
I did enjoy the environment, it's intriguing and pretty.
Obviously the visuals are really nice, but I really love that you did such a great job including appropriate sounds also. I'm not sure how much of the assets were done during the jam though, but the fact that it all went so well together is just great.
The puzzles weren't amazing or anything, but the final door puzzle was engaging enough to keep me at it for a bit.
(Spoilers for those who haven't played it)
It took me a while to figure out I needed to go to the area where you flip the water wheel switch. By that time I had seen the light bulb sequence on the other machine and could figure out the door sequence pretty easily.
I noticed someone mentioned the door puzzle was just trial and error, but it's sort of funny because that door puzzle is only guesswork if you don't look for the clues haha. Good job with that part, though I guess ideally you'd want puzzles people wouldn't be able to brute force figure out without the clues.
As for the ending, well... I suppose it's an alright justification of the theme... but let's put it this way... I can see why you'd opt out of the rating in that department.
Great job overall, seriously impressive atmosphere.
Thanks for the feedback! For the doors, look at what CriticalMammal said.
@binarycoder
Thanks!
@SuperKid
Eh, it's alright... ;p
@Squidtank
You still succeeded, so thank you for giving it a shot.
@TheMeorch
Thank you!
@mike.cullingham
Thanks for trying it out; keep at it! :)
@CriticalMammal
Thanks, I really appreciate your feedback!
With the exception of textures and sounds, all assets were made during the jam. That said, I heavily modified each texture (Originally from cgtextures.com; resizing, recoloring, baking to specific models) and sound (Originally from a royalty free sound library; chopping up, changing speed, and making some into separate sounds to make seamless transitions) to actually fit the game during the 72 hours available. On top of this, creating normal, roughness, and ambient occlusion maps for each texture. Not the most fun process, but I liked the results.
If you have any suggestions for guiding the player to the water wheel switch, I'm still trying to figure that one out. ;)
@chikun Dev Team
Thank you. Perhaps I'll add more soon. :)
@OrkyOrks
Yeah, I was a bit dissapointed to have to end it the way I did after my original idea didn't pan out.
PS: I should learn UE4 :)
As for the water wheel issue... I dunno. I kind of like that it's this thing you pass by at first oblivious to its importance. The pipe-work that leads you around to the parts of the puzzle are good subtle hints. The main problem is that there wasn't much in the way of a small piece of information hinting that I may have missed something (aside from the door puzzle not working). After I was pretty sure I was doing it right I started backtracking and found it. But that process was a tad lengthier than I would have liked personally.
Perhaps have some sort of indication when the player correctly has the levers pulled? Like turning on the little light in the elevator (though it's hard to see if you aren't inside it). That way they could know they need to start looking elsewhere?
Thanks a bunch! You definitely should give UE4 it a go!
@crazyninjamofo
Thanks! They're not really the best or most obvious "puzzles," but I'm glad you figured it out.
@Yaroslav Kravtsov
I'll admit, I'm much better with graphics than I am with super in-depth content, but I'll take your suggestions into consideration. Thanks!
@CriticalMammal
That's good to hear; I was worried that I'd get sick of them in testing alone. :P
I've been working on an update that should hopefully make it more obvious to the player where they need to go, but I've been extremely busy recently, so I don't know exactly when it'll be ready. I'm also completely reworking the lever puzzle, so it should (hopefully) be much more intuitive and understandable for everyone. Your feedback is much appreciated, and I'll definitely be taking your suggestions into account. :)
@Drauthius
Thanks!
@Catwheel
I'm glad you liked it!