Retrospective by Cole and Jordan Studios
Something strange is happening in this place, but some of us can see it.
Uses typical first-person controls and Shift to sprint.
Note: Some minor fixes have been made to what was broken at release, including a typo fix, a small bug where the main mechanic would start before the player pressed begin, and a sign has been moved to get the player's attention. I also cut out someone's dialogue and replaced it with a short dialogue because the story had to change before release and his lines didn't make any sense anymore.
| Youtube | https://gamejolt.com/games/Retrospective/543216 |
| Original URL | https://ldjam.com/events/ludum-dare/47/retrospective |
Ratings
| Overall | 447th | 3.75⭐ | 26🧑⚖️ |
| Fun | 565th | 3.542⭐ | 26🧑⚖️ |
| Innovation | 735th | 3.396⭐ | 26🧑⚖️ |
| Theme | 582th | 3.813⭐ | 26🧑⚖️ |
| Graphics | 428th | 3.958⭐ | 26🧑⚖️ |
| Audio | 289th | 3.792⭐ | 26🧑⚖️ |
| Humor | 426th | 3.227⭐ | 24🧑⚖️ |
| Mood | 172th | 4.022⭐ | 25🧑⚖️ |
| Given | 18🗳️ | 24🗨️ |
Loved the graphics and the world was really cool to walk around in. It felt like a unique world and I think the colour palette really made it pop. The only issues I really had with the graphics was that the blue text colour made it hard to read, however everything else was on point.
The gameplay was pretty fun, I liked that I had to explore and figure things out on my own, with the NPCs giving hints if I needed them. However, it was a little annoying to keep having to redo everything when you run out of time, but at least you find out the reason in the end and it's not too much of a slog to repeat the actions.
Overall, well done! Retrospective is a fun game, and I am hoping you add even more to this world in the future.
*~Jack Soulie~*
1 - Mecânicas, Aprendizado e Fluxo:
São diversos puzzles: encontrar a chave, pegar a pista de ir na pirâmide, pegar o dispositivo, fazer o puzzle das cores para pegar carga...
Eu (infelizmente) não conseguir até o final (porque fico tonto/enjoado facilmente com jogos 3D).
Não sei dizer quão perto eu estava do final. @.@ Ao que entendi eu precisaria ir até o local com elevador e resolver o puzzle para a engrenagem.
Aprender a jogar demorou um pouco (uma ou duas vidas); isso porque os limites do cenário espelhado estavam um pouco difíceis de reconhecer.
Como o jogo é de puzzles, não senti um crescimento grande na dificuldade (senti uma pegada que me fez lembrar do jogo Portal).
2 - Gráficos, Áudio e Narrativa:
Arte gráfica que chamou a atenção no primeiro momento (só o detalhe dos limites do cenário me confundirem).
A música acaba se tornando repetitiva depois de alguns minutos, sei que combina com a "cristalidade" do cenário (não sei se remetendo à memória).
Os efeitos sonoros são simples e funcionam como deveriam para tempo de game jam.
Gostaria de saber mais sobre a história que eu não consegui alcançar (infelizmente).
3 - Cultura:
Como referido, o jogo Portal e outros puzzles com exploração tridimensional são fortes referências.
4 - Monetização:
Suponho que a adição de mecânicas possa direcionar o projeto a algo estendido e polido, possibilitando a venda do jogo em game stores.
**[EN] Analysis...**
1 - Mechanics, Learning and Flow:
There are several puzzles: find the key, pick up the clue to go to the pyramid, pick up the device, do the color puzzle to pick up cargo ...
I (unfortunately) didn't make it to the end (because I get dizzy / sick easily with 3D games).
I can't say how close I was to the end. @. @ As I understand it I would need to go to the place with an elevator and solve the puzzle for the gear.
Learning to play took a while (one or two lives); this is because the limits of the mirrored scenario were a little difficult to recognize.
As the game is a puzzle game, I didn't feel a big increase in difficulty (I felt a footprint that reminded me of the Portal game).
2 - Graphics, Audio and Narrative:
Graphic art that caught my attention at the first moment (only the detail of the limits of the scene confused me).
The music ends up becoming repetitive after a few minutes, I know that it matches the "Christianity" of the scene (I don't know if referring to memory).
The sound effects are simple and work as they should for game jam time.
I would like to know more about the story that I was unable to reach (unfortunately).
3 - Culture:
As mentioned, the game Portal and other puzzles with three-dimensional exploration are strong references.
4 - Monetization:
I suppose the addition of mechanics can direct the project to something extended and polished, making it possible to sell the game in game stores.