Time (itch) (Utne) Mac OS

  1. Time (itch) (utne) Mac Os X
  2. Time (itch) (utne) Mac Os Catalina

Download the game for best experience.

The time that your Mac displays is not only for your convenience, but also a requirement for many of OS X’s services. This includes its ability to schedule tasks and notify you of calendar events, as well as time-stamp files and events, and properly communicate with online services using some forms of encryption. Eagle bucks slot. Want to start off by saying that this is single headedly the greatest piece of software I've ever had,it's cute,it's simple and just fun. Was Just wondering if anyone else was having some issues using it on multiple monitors where The Duck isn't visible on secondary monitors or memes/texts are seen on the secondary monitor before being dragged onto the main monitor.

You are riding a metro train. And something is not quite right..

Can you solve this mystery and get out of the loop?

Controls

Mouse to look.

WASD to move.

Space to jump/progress through dialogues.

https://sonictorrent.mystrikingly.com/blog/yuri-on-ice. ESC or P to pause.

Credits

Developed by Theogen Ratkin for Ludum Dare #47 with the theme 'Stuck in a Loop'.

  • All models were created by me.
  • Textures taken from freestocktextures.com, wildtextures.com and texturelib.com.
  • Song 'Shipping Lanes' by Chad Crouch.
  • Train sound by be_a_hero_not_a_patriot.
  • Doors sound by Azvinz.
  • Train stop sound by VlatkoBlazek.
StatusPrototype
PlatformsWindows, macOS, Linux, HTML5
Rating
AuthorTHE0R
GenreAdventure, Puzzle
Made withUnity, Blender, GIMP, Audacity
Tags3D, Ludum Dare 47, Relaxing, Trains
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksLudum Dare, Source code

Install instructions

Time (itch) (utne) mac os 7

The Jam Version is the version that was originally submitted to Ludum Dare.

Download

Version 0.3.0 Oct 10, 2020
Version 0.3.0 Oct 10, 2020
Version 0.3.0 Oct 10, 2020
Version 0.1.1 Oct 05, 2020
Version 0.1.1-3 Oct 06, 2020
Version 0.1.1 Oct 05, 2020

Development log

  • Update 0.3.0
    Oct 10, 2020
  • Hotfix 0.1.1
    Oct 05, 2020

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good

Thanks for playing and recording your gameplay! It helped me to understand a couple of things that I think I could improve. ;-)

(utne)

A nice game! Agree that the plot could be a little more involved, or maybe you could just add more detail to the environment and more stuff the player can interact with (like someone left a book, a few banana peels here and there, idk).

You could probably make the movement a little smoother. As far as I can tell, right now the player just moves in a specific direction when a key is pressed. You could instead make the player accelerate a little toward the maximum speed, and/or make the camera wiggle sideways, imitating human movement (but not too much, otherwise the game would feel too console-ish, - but that’s just my taste).

I noticed you can double-jump in the game: not sure if it’s a bug, but it doesn’t seem to be particularly useful.

You could also add a simple distance fog - right now the far clipping plane is noticeable if you look from the first/last car into the tunnel.

Time (itch) (utne) Mac Os X

The lamps seem to be point lights? I don’t know much about Unity but I’d guess that it should have support for area lights to make the scene look more realistic.

By the way, I tried the usual Linux version an it didn’t work for me, exiting without any errors reported. Steal my artificial heart prototype mac os. The GL Linux version worked, although with noticeable artifacts - a lot of what seems to be z-fighting (in both the scene and the shadow maps) and floating-point issues. Looks like you do already know about this issues, but I’ll add a few screenshots anyway, in case it helps.

Thank you for playing my game and for taking your time to write such a detailed feedback!

I agree with you on every point. I want to add more meaningful story, interactions and dialogues, because the game is a bit short at the moment.

Whiskers warzone mac os. I guess the movement is a bit unnatural without acceleration. And the double jump is a bug that is caused by incorrect coyote time calculation (I reused first-person controller from my previous game that was a platformer), I will disable it altogether. Head bobbing is something I would like to implement.

Definitely doing distance fog, I wanted to do it but just ran out of time.

I’ll look into area lights, Unity seems to support them but you have to bake them into lightmaps.

And yeah, that z-fighting issue on OpenGL version, I have no idea why it’s happening. I’ll try to move the objects further apart, maybe it will fix it. It’s a critical issue for me, since I’m a Linux player as well.

I’ve just fixed the Z-fighting issue! By increasing near clipping plane.

I came for the game, I stayed for the game development discussion

Time (itch) (utne) Mac Os Catalina

Ha ha, it’s cool that someone finds it interesting! Most fascinating stuff in games tends to happen behind the scenes.

Thanks! I’ll work on improving the story and other aspects of the game! It’s still very unfinished.