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Okay game: wayyyyyyyy to much delay! I feel like I get why you want to base it off the real world, but I feel like you always want players to enjoy the movement. I didn't really enjoy my experience, because I don't think I could enjoy my experience. It is a little bit confusing, but I didn't enjoy my experience because it was just to hard, so I could not fully get to play it. I would suggest if you shorten the delay, and make it harder to fall over, it would be a wonderful game.

Thats my opinion. Don't take my experience to heart. I am just trying to provide some feedback, not make you feel bad.

Yeah, the dealy is way too long without a way to telegraph it.  I'm working on a way to visualize the delay, but I kinda wish I made this an RTS style game where you click where the rover moves.  Would have required different challenges to make it interesting, but I think that would have allowed the delay to be more tolerable.

Thanks for the feedback!

Np! Your changes sound perfect! :D

Clever idea! And there's some story behind it, that's nice. And visually great too, I only think the flashing light on the rover itself wasn't necessary... actually the rover whole would be made much better (visually). 

I miss some objects according to which I can orient in the world.

And I am pretty sure that the delay is more than 2.5 sec! It's around 4 sec which is way too much.

But it's really a good game, nice work.

You might have run into a bug I found and fixed where the delay accumulates.  I think you're right on the light on the rover, so I got rid of it.  For sure the whole game could have better models as everything I made is basically just simple shapes.

I think if I borrowed a cam controller I wrote for another game it'd help with orientation (just didn't want to use something I wasn't writing specifically for this jam) I also think upping the camera distance to include the crater sides might also help with orientation, and I'm gonna tone down the sun a bit which might help also.  Thanks for the feedback!

Delay is waay too big and it's tough to predict, where you will be moving next and how much. I'll definitely decrease the input delay and maybe add some visual indications, how much of a given direction i held or something(e.g queue of actions, so when you press and hold left arrows, it will maybe display message "Moving Left" and when pressing right "moving right". And when this action will be executed, just remove the message and put the next one on the old one and you know what I mean

And second thing: Maybe display some UI how many of these I have to enable and how many I've enabled already. 

But 3 hours is not that much to make everyting polished and great, anyway, jams are great to learn and hopefully you learned a lot from making this game.

I wanted to go realistic so the delay is accurate to the real world, but I had planned on including a send/receive animation to better indicate the delay.  I also have a checklist of sorts in the works to show what still needs to be done, and I planned on putting a minimap together as well, but ran out of time for that.  Thanks for the feedback!