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A jam submission

The Gloomtide CharterView game page

Submitted by crystalline_bonsai (@games_bonsai) — 2 days, 22 hours before the deadline
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The Gloomtide Charter's itch.io page

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Comments

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Developer(+1)

Oh damn, thanks for playing phi! I'd been too busy to email you to request so you saved me the trouble. 

This was extremely helpful, conf irming some concerns I had. And I forgot to remove that rock that allowed you to jump the fence resulting in soft locking the elevator (it was placed there before I'd added that raised walkway thing). You can still glitch the elevator from the inside though and end up on top of it then ride it up to the pitched roof. I left this in coz I was going to hide the AGDG logo up in the neat little roof space but never got around to it lol.

Sorry you got stuck at the gate at the end. That's only supposed to happen when you've found all the items so I'll fix all those things before I re-enter it in another demo day. But I think my next demo will be a different prototype. Thanks again. 

Submitted

Good atmosphere. Decent graphics and sound, might need a bit of work in order to get them into an aesthetic, maybe PS2 or PS1?

Just work on the subtitle bugs, and please add an [E] button prompt, or at least let players know it's an actual thing they can do in the controls list.

Developer

Thanks for streaming dude. I'm just uploading a new version now with Press 'E' prompts and the subtitles should be okay now. The player is locked in place but can still look around for shades so you can't exit and re-enter the box collider to re-trigger the subtitles. Thanks again for trying it out.

Submitted

Cool, I also recommend putting something, anything, in the dead ends, so people don't get frustrated when they find nothing there.

(1 edit)

There seems to be some issues with the way collision works paired with the way you have the movement working that allows you to effectively scale certain objects by strafing into them while walking forwards.

Often times it seems multiple of the shades spawn on top of each other so you just have two stacked shades running at you, easy enough to deal with since they both die to the same spell but it looks silly

audio triggers (like a shades death scream) seem to override whatever audio is currently playing, i lost two sets of fort dialog to that happening.

the writing is pretty good though, i was genuinely interested in where the story was going and i appreciate the old english thrown in there. 

Developer

Damn, thank you for bringing a couple of things to my attention (I did see the shade stacking happening occasionally, not sure how I'll fix that yet). Thank you for playing and I'm glad you enjoyed the writing/story.

(1 edit) (+1)

This was highly immersive and atmospheric to play. I have many nitpicks with it, like the font being too small, being able to immediately use up something that may be useful etc, but fixing any of them might be removing from the joy this jank provides (strafing diagonally is an interesting way to run). It's been a while since a game let me do pic below, but only with effort applied. Just the right amount of broken mixed with real effort.

Thank you, very cool.

Developer

Nice, I thought I'd closed off everything but I guess not until I can figure out how to stop rigidbodies sticking to walls lol.

I'm glad you liked the atmosphere, that's been a recurring theme. I'll take a look at font sizes too. Thank you. 

Submitted

Fun game and extremely impressive for a first demo.

On my first run, I decided to walk backwards first, hoping to find a secret. It turns out the entire game was in that direction and all I managed to do was skip the intro cutscene before getting lost with no idea what to do and being killed. I'm not sure if this is related, but I think on my next life, the shade was bugged and never spawned

After figuring out what to do, I was unsure if I retained the items from previous lives or if their locations were randomized each time. I think it would be nice to be able to see what we've picked up so far in the inventory alongside the pages.

Turning off the lamp to restore your usages of the monster-repellent is an interesting mechanic, although I didn't feel like it was ever really relevant in my playthrough. I either had more than enough or would die before running out.

The elevator shaft segment was cool although controlling the elevator with 'r' and 'f' seemed like an odd decision over just having a button.

After finding the mushroom and resurfacing, I felt really disoriented and confused as to where I was in relation to everything else, but managed to complete the game by bumbling around randomly.

Fun demo. Looking forwards to a continuation (if that's what you're planning on making)


Developer

Oh wow, it's so buggy I'm surprised anyone managed to finish. Did you figure out what to do yourself or did the information in the pause menu help?

Thanks for playing and the useful feedback.

Submitted

I liked the atmosphere and writing enough to read all of the charter pages. Without that I probably wouldn't have picked up some of the cues that indicated that a item was nearby.

Developer

Nice, thank you anon.

Menu crashes for me on startup but if I´m quick enough I can get into the game and play without issue. Mouse sensitivity is crazy. I too got killed by smiley with no clue what to do. 

Developer

Damn, I wasn't aware of the menu issue. Okay, I'm gonna change the range of the light spell and then figure out how to update the upload. Thanks for playing though.

Submitted

Time to play this

- Is the prologue text machine created? It sounds really uncanny.

- Is... all the dialogue machine created? It REALLY sounds uncanny.

- Good lord, the mouse is sensitive. You really need a mouse sensitivity option.

- I'm not sure what to do. I got killed twice by smiley, and I tried using the light spell thing to no avail.

- The game could use an intro that tells its mechanics a lot better, I have no idea what I'm doing. Died again to smiley.

- Died the fourth time. Not sure what to do with smiley.

I dunno what to make of this one. It was really out there and cryptic and uncanny. Still, good progress my friend!

Developer

Thanks for the encouragement buddy :) This is the first proper demo I've ever made.

If the enemy gets too close you die so you had the right idea, using the light thing but they have to be close enough. The window between killing them and them killing you is pretty narrow to increase tension but maybe I should widen it a bit :/

And do you mean the writing or the audio sounds uncanny? (or both?)

"The game could use an intro"

I tried to do the subtlety thing like a Souls-like but maybe I should be more overtly helpful since it is meant to be an intro level. There is some info in the pause menu though. Thanks again for being my first play tester :D

Submitted

For your first demo, this is stellar! Good work!

Oh is that it? It felt like it wasn't working at all.

The audio itself was what's uncanny. I found the writing to be fine. Did you machine generate it? It doesn't sound like a human did it.

I did find some of the info in the pause menu, but it really sucks dying when you have no idea why. I understand why you'd want to be more Souls-like, but in Souls, you generally always understand why you have died. I assumed that guy was immune to the flashes but I figured it must be that so I kept doing it. If you insist on it being that small, its actual hitbox needs to be pretty clear somehow. Like a spherical aura around you, not just light.

Developer

Thank you.

Okay, that all makes sense. I'll either make the range of the light spell further or add an aura like you said, or both.

As for the audio, that's what I wanted to hear lol. It's just voice work but I messed around with it a fair bit to make it sound... otherworldly isn't the right word but I just wanted the player to feel like they're actually peering into a strange foreign world.