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Damage Report's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #14 | 4.742 | 4.742 |
Overall | #36 | 4.237 | 4.237 |
Originality | #65 | 4.258 | 4.258 |
Gameplay | #103 | 3.710 | 3.710 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I'm pretty happy with the presentation/narrative, aswell as having made my first godot game :)
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Comments
Really spectacular! I absolutely adore the artstyle and tone that you achieved here. It hit a similar vibe to Death Stranding for me, which I also adore. Just overall a fun mechanic, a really interesting setting, and fantastic presentation. No notes from me, I think you got it in one.
Nice game and nice concept!!
Narrative is nice too
In practice, it's hard to use the mechanic with the beasts just running at you whenever you use it, probably needs some balancing
Becomes possible after remembering where the walls are, which I don't think is the goal of the game
Love the aesthetics and the film slide interludes. They probably could’ve been bit stronger with a slide sfx.
I stopped using the scanner entirely after the first creatures showed up, except when I could use it and jump off a cliff to get one over on the creatures.
plot twist was good.
This game has an aesthetics very strongly evocative of Stalker, from the player character's fatigues to the ambience, the old-school graphics techniques, and the drab colour pallette enhanced with dithering. Nice job on that.
The enemies are pretty interesting but I kept getting into spots where I was quite helpless. The entities appeared to move when I used the scanner but I managed to hack around that by rapidly tappping the right mouse button. I think if that was a little more strict the entities would have been much more challenging.
Otherwise, I personally find the entities really intruiging.
Having the text cover some narative at the start tutorial, between levels, and at the end made sense, but I felt like they interrupted the tension sometimes during the gameplay. Level 2 would be a good example... you introduce the entity through its unnatural noises, and then you see it on a cliff. When you try scanning it, it starts moving towards you. Super cool, but I found that the text popping in and explaining what I was already about to uncover really impeded the uneasy sense of discovery I was feeling. It felt like you were telling before showing, and I would have liked it more if I wasn't told... just left to figure it out and be surprised at how it behaves :)
With the shader effect you do with the scanner I can't quite tell whether it is from the camera perspective or the character perspective and it threw me off occasionally, but it looks frigging cool and I like the mechanic.
This is a really neat concept overall, I'm glad I saw you sharing it in the discord server.
Loved the style, like some others have said a method for faster movement might have been nice. The scanning mechanic was very cool and reminded me a little of Outer Wilds!
This is one of the most solid entries I've seen. Well done! 5/5 presentation-wise.
A basic sprint mechanic would be a great addition, you could even remove it in the last level since the character is already in bad shape.
why everyone saying its psx-styled game or backdoors/scp inspired? idk i would think about metal gear solid 3. solid snake scanning stuff. or maybe stalker? idk. they should be in the same mind box. nothing can be independent (c) everything is mgs3.
but if we gonna look this as a game and not as a expansion for _thing_we_already_know is a amazing walking simulator. but unfortuntely for me it contains some weird monsters which interrupts from vIbInG. also same thing with these SCP INSPIRED text blocks. if just they had bit more connected with gameplay…
maybe if game was some fps-puzzle like portal/witness these things would be more relevant? like you getting into new puzzle and WHITE SCREEN WITH BLACK TEXT says smth preparing for next 15 mins of brainburning. lol i even thought that scanner i need to solve puzzles.
i literally restarted game on end of first level when i didnt understand that i needed to pick up cube xd. i dropped game on second level cause that monster so i dont know that could be next but yeah
great atmosphere, I love the crunchy lowpoly style. the SCP log being used for storytelling is elegant and to-the-point. there are some very nice details in how things progress. the display on the backpack is a brilliant piece of diegetic design, and the whole scanning mechanic is really well done.
the slow pacing works well, except for some tedium in the second-to-last level after failing a few times. unfortunately, in later levels it became a game of memorization for me, as I avoided using the scanning mechanic to stay safe. after a while, I noticed that quickly spamming right-click scans the environment without alerting ████, which trivialized things.
I wish I had some way of distracting ████, or a 1-second sprint bar to make a short escape — though lacking these tools gave a feeling of helplessness, which was great in its own way.
overall, phenomenal entry!
That was really cool - I enjoyed playing that! Fantastic visuals and great idea overall.
One minor thing - I think bring able to switch between the scanning and non-scanning without having to hold the button down would be nicer.
Great job!
very nice visuals, you nailed the realism of a clouded day in a forest in a way i wish more commercial games could.
the mechanic of the radar is great, im a great fan of navigating an environment through radars and this one does the job very well. the only issue i would have is that since it only show the nearest part instead of the whole wall, it does get a bit tedious to interprete where the wall is when you're limited in use by enemies
Honestly, this is incredible work for a two week project. I LOVE SCP type stuff, and this nails that sort of found footage / top secret document storytelling, and this delivers it in spades.
The scanner mechanic is super cool. I was halfway expecting the enemies to be only visible through the scanner, and part of me was disappointed, and relieved that wasn't the case.
In contrast to others, I think the pacing of the game is just fine. It suppose it would be cool to see some sort of double edged "run" mechanic, which also alerts enemies or something, but even without - I think the current pacing does wonders for keeping the tension.
Wonderful game! Thoroughly enjoyed it.
Very nice visual style a good sound design. Nice story. I think you should make the game a little faster. Also funny how the character himself sees something through the scanner if the screen is behind his back. All in all it turned out to be a very atmospheric game!
wow, the visual direction of this game is amazing! the crt filter with the borders + the classic psx style sells the atmosphere of the game really well. i love the context in which the story is being delivered, especially the slides at the beginning (that was very fun)! the use of the backpack scanner to diegetically inform the player about their surroundings is super cool and visually mesmerizing! the audio also contributes towards making the experience more tense. nice submission, great work!
Definitely interesting for a backrooms/SCP inspired standalone game. The scanner is a great mechanic. and the visual style works great to sell the anomaly.
Few constructive notes though. It is definitely too slow - a higher walking speed would feel way better. It is also a little weird to build a really cool mechanic (the scanner) but then you're basically not able to use it because the AI is so punishing. I don't think its a big deal - just AI tweaks.
Also AI gets stuck on terrain if youre interested in general bugfixes (but ngl thats the only way i was able to beat it)
Keep on creating!
The gameplay is a bit too slow, especially considering the speed of the creatures, but that said the lore behind it is very interesting and I just love the ps1 + ps2 vibes art style
The style is wonderful. I really enjoyed it, however I was stuck on the moment with the creature. Even though I realized it was responding to sound, I found it a little hard to navigate.
The idea of using a monitor on the backpack is very good, a built-in interface is always great. I felt like some sort of tutorial could have been enlarged. It would be great to highlight the movement targets more clearly.
In general, it turned out atmospheric, the theme of the game goes well with the theme of the jam. Very cool!
After this game, I want to try Godot
Well-cooked mechanic and levels, just one early level I got lost at first without landmarks, before meeting any enemy.
THIS IS SO COOL
Super cool! Love how you view the anomalies through your backpack.
I think the difficulty of gradually increasing and the originality of the play are good. I keep touching the white part and got killed by a monster lol