Gave it a try and honestly the "Full 1.0 game on steam!!!" feels like a tech demo.
You get a very small town with only half a dozen preds, of which only a couple have an interaction more complex than just eating you.
"mocap" animations are phasing through the floor/objects and are very jittery
only third person camera makes world exploration boring, even though this could've looked more interesting from first person.
controls suck, which makes the only platforming section of this game unbearable
Not worth neither 15$ nor "proper release" title, so i'll post game files in a few days here unless someone does it ahead of me
Of the 18-month development time, about 12 months went straight into animations. The game has a total of roughly 50 minutes of custom animations (if you were to play every animation end-to-end). That said, in a normal playthrough, you’d only see about 20 minutes of them, as many are blended together, cut short by player input, or vary based on minigame paths (e.g., winning, losing, or mixed outcomes trigger different animations).
You’re right—even after a year of work on animations alone, there are still instances of clipping (especially with tails). However, we reached a point of diminishing returns. I could’ve spent another year just fine-tuning hand animations, let alone adding facial blendshapes and fixing clipping. The main issue was that time spent polishing meant time not spent adding content. If we’d had the budget, hiring someone to help clean up the mocap animations would’ve been the priority.
As it stood, the 'team' was just me. Kudalyn provided the 3D models and wore the mocap gear for recording, but beyond that, I had to handle everything else—integrating, refining, and implementing it all.
Think the one thing I'd do differently is put the game at $10 instead of $15. Maybe once we start work on the next project I'll drop it down by $5.