Get the Artifact and Escape before the void rises to consume you
Your goal is to delve and obtain a red crystal from the bowls of a dead world, and then escape with your life as you are pursued.
The game supports controller, or keyboard.
Controller - Left thumbstick to move, A(X) to jump, and X(square) to interact
Keyboard - WASD or Arrows to move, space to jump, E to interact
All assets were created by me during the jam, any feed back on those would be especially appreciated as it was my first time doing music. It was also a first of doing art on such a crunch.
Hope you enjoy and I would appreciate any feedback.
Update: Fixed build issues and added gray background as level assets were too dark on most screens
It also opens Steam VR for me and then plays the music, shows a blue stripe on a black background and if I move, I fall down and I lose.
I started the game from the command line and got the following debug message over and over:
LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/Characters/Blueprints/BP_AC_PlatformerController.BP_AC_PlatformerController_C:ReceiveTick
Function /Game/Characters/Blueprints/BP_AC_PlatformerController.BP_AC_PlatformerController_C:ExecuteUbergraph_BP_AC_PlatformerController
Function /Game/Characters/Blueprints/BP_AC_Mover.BP_AC_Mover_C:X Motion
Function /Game/FunctionLibraries/BPF_Math.BPF_Math_C:GetSignValue
You went for a nice game idea, but for a platformer you'll need to work on some refinements before it ticks the right boxes for players. There are a few really neat youtube videos out there with coding "tricks" you can do to make platformers feel just right. I think I saw one that was like "5 reasons your platformer suxx" but it was actually quite informative, as it went into detail about input buffering and basically making input more intuitive. Usually, the way players expect movement to work is a bit different from what you would code intuitively.
Animation would have really helped your game as well, as it currently feels a bit stiff. I would also recommend evaluating what is shown in the screen at what time and then asking yourself "what can the player do with this, what routes can they take, what actions are available to them" to reduce potential confusion when navigating your game worlds. I felt lost very quickly.
However, the pixel art on your main character is nice! It just needs a bit more to evoke a fun gameplay experience.
Not bad. I'd definitely keep working on some of the platforming elements however. It's nice that you can hold the jump button to jump higher, but it looks and feels a bit weird the way the character actually jumps. Also the level design was quite confusing. It's alright to have a maze like design, but there still needs to be some indications for the player so they have an idea of where to go.
Character art was good! Some animations and a little more detail on the walls/floors would have been beneficial however. And I think music loop need to be a bit longer.
Overall, not a bad entry, and hopefully this feedback helped!
While most of what my comments would've been has been already adressed by the other posters (jumping feels more like a rocket-pack than a jump: think about when the accelleration happens!, main charater art is nice, etc.), there are a few things I'd like to mention:
When I run the game steam vr opens. Is this supposed to happen? Also, I can hardly see anyrhing in the game. How is the gameplay supposed to look?