Demos And Feedback Batch 2
Thus ends the Jam, but the later half is just as good!
Skill 2
http://www.quaketastic.com/files/demos/mjbrj6b.zip
Mukor:
Wow, what an impressive first release! I love the warm lighting and night time atmosphere. Lots of story elements going on with the center print beckoning you all the way. Lovely secrets...I was able to unearth 7 out of the whopping 9! I think the gameplay had lots of variety and you made good use of entities such as func_train to replace func_bobs.
I think a tiny quibble would be when you need to reach the second sacrifice pool...I just happened to go back and shoot/push the switch. Congrats!
Nait:
Lovely map, great architecture and fits the theme well. I think the map felt a bit empty, maybe because of the large spaces and sparse enemies. The quad run was fun but there needs to be a shortcut to the top as it discourages jumping for tempting ledges! Set wait with a value of -1 on buttons to make them stay pressed in.
Newhouse:
Your style is becoming more apparent to me. I am starting to see NewHouse maps as dark and brutal and this map is no different! The crushers miss their mark a little bit due to the cramped hallways but I liked that you attempted a different way to handle zombies. The void section is fantastic and really gives an out of this world vibe...I like how you interpret themes. I did not find a way to get back to the silver key door after finding said key...I assume it was the slipgate on top. Lastly, a pretty cool idea with the vore sprint.
OTP:
Congrats on a non-phallic release! I liked the unique theme here with the green poison channels beneath. Gave me a bit of a doom 64 vibe. Gameplay was solid enough but it could have used a little more re-population during key movements. It appeared you ran out of ideas at the finish but it was satisfying enough.
PuLSaR:
Very dark and moody...quite small but I know you had very limited time. I found one secret and enjoyed my little romp through some very dark corridors. I could have used a wee bit more light in some places.
Shademaster:
Congrats on your first release. The map is competent enough but is a bit rough around the edges. That's OK though considering it is your first entry! Secrets seem to be given much too late as the map is over before you know it! Consider using some messages to guide the player as to what their button pressing is doing!
Skacky:
Wonderful aesthetic here with the tech like infused Egyptian structures. Lovely lighting, probably the best lighting of the entire jam to be quite honest. Fun secrets if maybe a bit too close together and even a super secret (Which half of the demo is me spending the time to find the last button...which doesn't happen.) I did check the map for the location and it's worthy enough but why not a marked secret?
One issue I had was being confused when told the path to the key was clear. I triggered the help message earlier due to secret jumping and thus didn't make the connection for a while. Really good work! Also, I chuckled when the level changed.
And there you have it, one of the best jams I have played hands down...perhaps the best! Every map is vastly different. From standard dusty Egypt to out of this world techno-gypt the jam runs the gambit of all flavors.
There are too many entries to pick a favorite so I will choose three that I felt touched me in that oh so special way:
In no particular order:
Mukor
LanePowell
Bloodshot
Congratulations to all!