This is creepy (in a good way) and pretty difficult, I already struggled with the second level. The theme is implemented really well!
vrojak
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That reload mechanic was implemented by thinking outside the box lol
I like the idea, it's unique and I haven't seen something similar in all the other games I've looked at. I think the playing are could be a bit bigger and the gameplay maybe a bit slower, I found it hard to properly line up hit (or maybe I just suck)
Just found this after watching your yt video, I think the current state of the game is quite impressive from a technical standpoint. From all the games in the jam, just moving around feels the most "smooth", the sounds are fitting and it does not give off the somewhat janky feeling of many other 3D entries at all.
As for the game, bummer that you could not finish it properly. Game design is hard, but you already had some interesting ideas with the bed, the speaker and scaling things midair, that surely could be incorporated into a full game (well, a full gamejam game anyways). As general advice, just sit down with a pen and paper, stop thinking about the technical side of things, write down all elements you have so far and think of combinations that could work as individual obstacles, than chain a couple together as a level, ideally ordered by difficulty. This jam was the first time for me as well where I made a game with a decently long level, and this approach worked quite well for me.
Heres some more ideas that could work in your game:
-Boxes that do not scale in all dimensions, but only one or two. Or give the play the ability to scale dimensions separately at will
-Make mass a separate dimensions to scale, independent of size
-Allow scaling boxes so quickly that is launches the player and other objects into the air or to the side
-Surfaces that reflect the scaling beam
-Ability to shoot yourself with a reflected beam and scale yourself
-Glass that only allows upscaling or downscaling beams to pass through
The difficult part of course is combining all these elements into increasingly hard challenges. I don't think there's a good way to learn that except just doing it and getting better.
Small side not, the Linux build is a bit borked for me, when I click the executable it launches like 30 individual instances of the game (which freezes my pc for a solid minute), then I can close all but one again and start playing.
This is one of the most visually coherent 3D games of this jam for sure, amazing work. I liked the retro style interface of the terminal, and I feel this could have high skill ceiling (with some added recipes), when players know the steps to make the various product by heart and start running all the machines simultaneously.
I thought about doing something with justice scales but couldn't come up with something, this is amazing! The Papers, Please concept of cross referencing multiple sources of information works really well here. Honestly I think this could be extended into a full game, after all you covered only a tiny part of human civilization so far :D
The sound design was also superb, that gavel was a joy to bang on the brass thingy.
The Linux build does not work out of the box since the .pck file is missing. However, it's possible to just download the Windows build, rename its .pck file from it to Umami_Linux.pck and then run it with the Linux executable. (A .pck file is the file containing the actual game files: scripts, assets, scenes etc if you don't specifically tell Godot to pack everything into the executable itself)
As for the game, I like the idea of shrinking parts of it. There's a good amount of potential there to go further, like reusing already built and shrunken machines in later levels. The game also looks really cute, great job on the artstyle! Some ideas for improvement: The belts could better indicate what direction they are facing, and a recipe book would be nice, sometimes I had to guess which ingredients create what end product.
I had the same problems with placing tiles as many other (my zoom setting was at 100%, changing it did not make my clicks line up with the grid either), but managed to build a decent vehicle anyways. It was fun while I could see it, but it sadly left the camera view after a bit of flying rightwards.
This is easily the best puzzle game of the jam for me so far. The mechanics are well thought out and unique, and you really need to think a moment for some level. Great job! I did have one problem though, sometimes the game would just stop reading my movement inputs, only resetting the level worked. I could get around it by moving slowly instead of mashing the button.
Played it all the way through, the credits screen is 10/10.
Of all the game which require you to manage several things of some machine at once, this one feels the best to me. Looks great, controls well and is fun. The softlocking is an issue, I think it could be solved by just having the drill go very slowly instead of completely stopping when fuel runs out.
I think the controls and available actions for the 3D modeling could have been reduced a bit to make them easier for people who aren't used to it (I am, but I still found them a bit clunky - maybe because I'm used to the blender keybinds), but the presentation and idea is just great. With a bit more approachability, this could be a longer game.
The game is not easy, but I managed to complete it on my seconds attempt. The trick was to make everything smaller than I thought was right lol. I think having the manual and real scale at different sizes is a good choice, it forces you to reference the parts in relation to the individual scales instead of just making them look equally as big in both views.
Overall a great implementation of the theme!