I can tell this game has got potential, it creates a particular atmosphere, and yet it's too buggy and not optimised UX-wise. For instance, the narrated story could have a "next" or "ok" button rather than expecting the player to press "Esc". Then, the instructions for the tools were so slow (and laggy) to appear, and being dark green you should also have to put them on the right background to actually be able to read them.
Then, the first tool wasn't really working, and when it did it threw a warning error in chat. The inventory was really nice, the problem is I didn't get what I'm supposed to do with all the refined materials. When I reached the area with enemies, it lagged very badly. Also, I had to manually fix the game to launch it on Windows, after having seen the description on CDB.
Talking about things I've appreciated, definitely the music changing according to the area, the pixel art seen in in the inventory and in illustrations, a minimap to give you a goal, and the atmosphere
The acid sprayer is functional (it requires acid though); it's only the sound playing that's not working (I added that last minute). Fixed on Git (post-submission).
The lag is definitely a major problem - we didn't have enough time to optimize it properly (optimizing the mapgen in particular is very hard). We learned that implementing a fully custom, sophisticated Lua-only mapgen for a game jam game probably isn't the best idea.
I have fixed the mob overpopulation already, it's just post-submission as well. I'll also look into further optimizing stuff.
TL;DR: Not enough time in the game jam timeframe to polish everything (esp. as mapgen dev was very time consuming), but we will get there :)
I can tell this game has got potential, it creates a particular atmosphere, and yet it's too buggy and not optimised UX-wise. For instance, the narrated story could have a "next" or "ok" button rather than expecting the player to press "Esc". Then, the instructions for the tools were so slow (and laggy) to appear, and being dark green you should also have to put them on the right background to actually be able to read them.
Then, the first tool wasn't really working, and when it did it threw a warning error in chat. The inventory was really nice, the problem is I didn't get what I'm supposed to do with all the refined materials. When I reached the area with enemies, it lagged very badly. Also, I had to manually fix the game to launch it on Windows, after having seen the description on CDB.
Talking about things I've appreciated, definitely the music changing according to the area, the pixel art seen in in the inventory and in illustrations, a minimap to give you a goal, and the atmosphere
The acid sprayer is functional (it requires acid though); it's only the sound playing that's not working (I added that last minute). Fixed on Git (post-submission).
The lag is definitely a major problem - we didn't have enough time to optimize it properly (optimizing the mapgen in particular is very hard). We learned that implementing a fully custom, sophisticated Lua-only mapgen for a game jam game probably isn't the best idea.
I have fixed the mob overpopulation already, it's just post-submission as well. I'll also look into further optimizing stuff.
TL;DR: Not enough time in the game jam timeframe to polish everything (esp. as mapgen dev was very time consuming), but we will get there :)