Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Space InfectionView game page

You wake up after a dramatic accident in the space station, you have only one objective : escape from the creature
Submitted by IchiSamaFR, Raphael0010 — 2 hours, 7 minutes before the deadline
Add to collection

Play game

Space Infection's itch.io page

Results

CriteriaRankScore*Raw Score
Use of theme#32.5002.500
Scare Factor#71.6671.667
Presentation#82.0832.083
Concept#91.9171.917

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Great game, great music, and it deserves the best in space game design

Submitted

The fact that you can hide inside lockers and closets reminds me of when I was playing hitman absolution on my Xbox 360. nice visuals and environment making!

Developer

We played a lot at Dead By Daylight, that's where we found this mechanic !
And thank's !

Submitted(+1)

Great game, good use of theme and cool visuals, a few more touches with post processing and sound, would be even better. One complaint however is that the player movement should be based on world space and not local for top down games.

Developer

Hi !
I don't understand the importance of "World Space" and "Local Space" could you explain me more further in discord ?
I really want to understand !
IchiSamaFR#8085

Submitted

It is actually quite simple, World Space is a constant vector, for example, X will always be right and left, Z always forward and backward and Y up and down, so an object in world space that is at X = 2 , Y = 0 , Z = 0 will be right or left relative to the world. Now the Local Space refers to the coordinates of the object in relation to itself, rotation for example, which is what I noticed in your game, the character moves in relation to its direction, then the W that is forward, will always be forward of the character, and the D always to the right of the character, then according to his rotation the front will be different, and usually in games with vision Top Down, when you go forward, he goes literally up in relation to the rotation of the camera or the World Space.

In summary, what you have done is in no way wrong, but your character has a Tank movement, similar to old games like Resident Evil, and usually for games with that camera from above, the movement is based on World Space or the Camera, where when the player presses W he actually goes up in relation to the camera, while in your game when pressing W he goes forward in relation to the character.

Submitted

I don't know if I could explain it right, but that's pretty much it 😅

In Unity there is a button to switch from World/Global Space to Local Space so you understand the difference.


Submitted

Developer(+1)

Okay ! I didn't know what you were meaning but that was intentional !

We used "Cam.Transform.Forward" instead of "new Vector3(0,0,1)".
We even add more code to cancel the "Local Space" cause when we tried we found it more intuitive but maybe we were wrong :3

Thank's for the reply !

Developer

After many friends who tried the game, they all make the same reproach about local and world space !

Big thank's for your comment !

Submitted

You're welcome :)

Submitted(+1)

I like that you can hide in lockers, and i especially like the birds eye view.  It gives me resident evil vibes.  I reached the electrical room, but couldn't open the door by pressing E.  was there something I had to do beforehand?

Developer (1 edit)

Thx !
When reaching Electrical, you have to interact with the blue button.
When it's done you can open blue lights doors except the control room where you need a badge aswell.
If you want more help, let me know what's your objective showed at the left upper corner.