Very interesting style. It would be great if it were possible to increase speed of the text, directly cut to the end of the line.
neural-operator
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Thank you for the explanation. Turns out, I did it with the library in reverse order, scaling the wall after climbing the scaffolding. That's why I couldn't understand why the key on top is located on a protruding ramp.
It's really cool there is more than one way to enter the library. Especially impressive for a gamejam project.
UPD: in latest build (1.0.4) jumping is indeed much more pleasant, and fall damage feels consistent now. However, it's really hard to hit anything by throwing, so much, that I still resorted to abuse to get the white key. I jumped on a shelf near it, and just picked up the books from below the key one by one, until it fell to the floor. And if I didn't know where keys are, it would by nigh impossible to notice them with these graphics.
Thank you!
And this is even the first UE project for our coder, Flaming Man!
Final jump scare is indeed a bit atonal thematically, we'll make the ending more fitting the setting after the rating ends.
A great entry, my favorite here.
Still, there were some issues with it. The game is hard to play, and not in a good way.
- the jumping/scaling mechanic seems very odd, it was quite difficult for me to realize it's the way the game is supposed to be played (or did I miss something and it's not xd?). Especially seems strange with the absence of fall damage
- uncomfortable interaction with all these items, had to spend some time getting used to it. The inventory gets boggled up very quickly, I had to throw away the keys right after using them
- and regarding keys, if you have a lot of them in the inventory, it's really hard to tell apart their color
But the atmosphere is superb. Limitations skillfully used to your advantage, every single thing drips with style. I also liked the dialogue, very extensive for a gamejam. Each elder speaks with his own, slightly different pitch, great detail! And circle composition, super cool!
Thanks for making it. Looking forward to your new projects.
Thanks for the video, glad you had some fun with the game! Yes, we are definitely going to add lore when the game is extended.
By the way, it's teletraanx, sound designer, who came up with the title!
Liked the game very much, experience of crossing the bridge to the cube was great, thanks to both visual design and music. And drone's screech really threw me to the edge of my seat the first time!
However, after some time music track on repeat was a bit tedious. Also the puzzle could use some easier introduction. I wouldn't guess what I need to do, if I didn't know about Constellation Puzzle challenge.
Hi,
I am Unreal Engine developer, together with sound designer we are looking for a 3d artist for themed horror gamejam
https://itch.io/jam/themed-horror-game-jam-6
Recently we did a short space horror style entry for another gamejam:
https://neural-operator.itch.io/void-rats
Planning on doing something in the same vein on Unreal Engine for this one. Please, message me on Discord if you are interested:
desert.racer#6470
Thanks for the feedback! You describing the environment as "grmdark" is especially important, means I hit what I was aiming for. PS1-like shader not just makes game look "retro", but with this lighting makes the atmosphere rather dark. The assets on their own are pretty sleek.
Fixed the movement, it was earlier tied to CPU/Graphics Card speed and could be sluggish even if the whole performance was fine.
Great game! I was quite curious to try another submission on Unreal Engine. Very fluid movement, and a great find with RPG-token enemies. Very simple gameplay, maybe a bit too simple, but it works.
Liked your sense of humor. From the very beginning dialogues reminded me of "The Moon Is a Harsh Mistress"
Very fun and laconic game. When I saw chaos warrior, I knew this is gonna be tough.
Running in console and with such satisfactory results is indeed great! Though four-way intersection looks absolutely identical wherever you look, had to abuse save-load sometimes.
Death sound is a bit more like a winning sound. Perhaps it's a win for the other team, hehe
Very nice looking game. Graphics are good, though some assets look a bit out of place.
Liked very much the code-searching element, and the in-world map is also very good. Makes good use of the ability to look around. Reminded me of Doom 3 in a good way.
Overall good gameplay, but very small grid tiles make movement and navigation look a bit strange. The humor here is not my cup of tea, but it's a very subjective thing anyways.
Great typing mechanics, overall liked the game very much! Despite art being from asset store, everything looks very consistent throughout the game.
A bit buggy though: my first run was ended when I mistakenly adjusted camera angle and was unable to see the word to type. But that's to be expected, general quality for the gamejam game is very good.
Loved visual style and music. Story slides (and the very fact of the story itself) were great!
But it took too much farming. I don't know how many times I've genocided all the tofus to be able to even cheese the sniper at the waterfall intersection, then it took numerous attempts to kill everyone there to level up to finally be able and kill some of the purple knife-bearing monsters, at least by abusing their pathfinding near the ledge... and then I had no ammo left, again.
It looks like the game has some kind of turn-based movement, but it is not really obvious. It works especially strange with projectiles: enemies HP is depleted using hit trace at the very moment you shoot, even though your projectile takes time to reach them, and may even visually miss, because they've already completed their next turn. Very counterintuitive.
It was fun to try and I like the theme very much.
Basic monsters sometimes look too basic, though they are great further in the darkness, looks like it was the intended effect. Liked screen post-processing effect and the ASCII map.
However, random levels are too random. On my first attempt there was a huge number of inaccessible drawers, it confused me whether I was doing something wrong or not. Also the map seems to be mirrored.