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A jam submission

Project SoSView game page

Explore a strange and desolate world.
Submitted by storytale — 1 hour, 14 minutes before the deadline

Play game

Project SoS's itch.io page

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Comments

Submitted

Local man goes to extreme lengths to enter his favorite sports bar.

What really stood out to me was that the monster designs were super cool in this. I thought they were very intriguing and hooked me to what was going on in the game's world. The camera/input changes stood out to me a little too, but sometimes I feel that's just how it is with fixed camera angle games, how to handle the input transitions between changes is always a bit of a challenge there.

This is a pretty solid foundation for a silent-hill esque horror game, good job on that, hope you keep it up!

Developer(+1)

Thanks for trying it out. 

I do plan on continuing this project with higher input quality, advanced user options, etc. It's a very exciting world to design, despite it's dull appearance. I am glad you enjoyed the monster, I had fun making him. 

If you see it next demo day feel free to give it another try. Thank you again! 

The definition of short and sweet!

I think you mixed up the attack and interaction buttons on the menu.

Also it was weird when the camera changed and my analog stick was still pointing the wrong way.

Developer

Thanks for trying it out!

I'm going to really polish this up by next DD so if you see it then give it another shot! 

Submitted

Really cool considering how little there is. As mentioned below the camera changes and inputs are weird. Should at least interpolate to the the new camera position after short time. I wouldn't recognize the white stain/spotlight as keys, and I only interacted with it because I thought it would prompt me with something funny.

Developer

Hey, thanks for playing!

I am cooking up some solutions to solve the camera movement stuff. I am hopeful for this project's future so if you see me again next DD check it out again! It will probably be more feature complete and assets won't just be placeholders. 

Submitted

-Movement needs to be faster.

-I don't like the way movement input behaves when it switches cameras, especially when playing on a keyboard. It should immediately override the old directions when you press a different direction or move the stick a certain amount.

-Sound effects when interacting with things are delayed.

-You don't "drink" pills.

-The construction worker just vanishes when you go through the gate.

-I don't have anything good at hand to test it, but the player's pose when holding the bat seems strange.

-Attack animations feel weightless (both of them).

-Unrealistic amounts of blood when hitting enemies with a blunt weapon.

-You don't need to despawn blood decals or corpses. Modern computers can handle it.

-Small objects like the key and letter shouldn't have collision.

-Player can go outside camera view in some places. Put invisible walls there.

Developer

Thank you Qwott

I do think movement could probably be sped up to 1.25x or maybe even 1.5x, but I want there to be weight to it.

Working on a solution to smooth the camera-switch move vector. The problem with it recalibrating immediately on switch is that the player often will immediately move back into the prior camera zone. This is solved in this prototype currently by keeping the old move vector until the player 'recalibrates' by letting go of their movement input. This is actually how old fixed-camera games did it and it does feel intuitive when you get used to it, but I think there's room for improvement. One method would be to simply compare the current movement input vector to the old one and if it goes beyond a threshold of .9 or so, recalibrate to the new one. This would still allow for people to hold down the movement input and keep their constant direction if they so choose 

I'm not sure about the sound effect interaction delay? I'm still pretty new to audio interactions to be honest so if you could show me visually like in a video or something that would help. I'll check around though.

I think I can come out with a version 5x better and much longer with the feedback i'm getting. Thanks for testing and helping out. 

Project SUS

Neat little SH clone. I had framerate issues, but I'm not sure if it was just intentional low fps animation. 

I think the most obvious improvement you could make right now is being bolder with the lighting. The current font is hideous too.

Movement during cinemachine angle transitions feels a bit off but that's standard and tolerable.

Unless you plan to improve the visual fidelity by a lot this would probably benefit greatly from using HPSXRP.

Developer

Thanks for testing ProjectSoS

You had framerate issues? This actually kind of worries me. I kept things extremely low fidelity and I made sure to check the parser for anything that could cause problems. If you did run into issues like that, it was a bug and not an artistic decision, lol. 

I had a hard time deciding the style of lighting I want. I think I will go with vertex colors with unlit models in the future, but the prototype is just meshes that don't cast or receive shadows. It's pretty bad and was mostly rushed to get something out.

HPSXRP huh? This is actually my first time hearing about this. I found the git page, I might check it out. I don't necessarily want to emulate psx style graphics, but I will admit that there's lots of documentation and resources to follow that workflow so it might be easier in the long run. I am pretty inspired by other games like Lost in Vivo though, which try to shoot for an aesthetic somewhere in the middle. 

Submitted

There was more there then I expected, and I was surprised when it ended in the Sportsbar, at that Point I was immersed enough to want more. That being said, environments are ugly,  but not thanks to the models or the mood or anything ,just because its all empty blocks. The few Things that are there fit well and look good, I like it. No Enemy AI yet, and you can't die it seems. Also combat is clunky and doesn't seem to register hits sometimes. I wish the Letter would've been picked up instead of stayed on the floor, and I wish I had an Inventory to look at stuff I already have with me. But I understand that its probably too early in development as of yet. Hope to see it continued tho.

Player moves too slow for my liking, just a bit faster would be nice, Camera controls on the Parts where it moves with the Player feel a bit sluggish, and movement controls after a Cameraswitch are tough. I don't know how its usually handled or how it should be handled, but if I keep the direction on the Controller, it moves me into the current direction, which is fine. But then changing direction doesn't change them according to character, but to world layout? So if I hold the stick up to move right, since I just swapped screens, and then tilt it to the right, I continue  moving right, when I was expecting to move down? And when I turn it back up I start moving up or something? Fixes itself completely once I let go of the stick after a camera swap, since it fully aligns itself to world then, but I don't know how you'd do it on those Screenswaps. Probably not like that.

Attacking was displayed as being on circle but was on square. Pressing start in the beginning only worked on pressing start, which opened up Steam. Would prefer if it was any key.

Again, while theres not really anything there, I expected less. Was pleasently surprised, and despite it being maybe 5 minutes of walking, got lost in it. Would love to see more of this next DD.  Some proper Level, a nice title, fully working mechanics on combat and Inventory, etc. 

Developer(+1)

Tomodev thanks so much for testing!

It is definitely a rushed and unfinished prototype but the main thing I wanted feedback more than anything else was the fixed camera system. It's critical for a game like this, obviously, so I want to get that straightened out before proceeding forward. From all the feedback you and other users have given me, I think I can integrate some nice ideas to smooth camera transitions out so that it's not so disorienting to the player. 

Speed of player will probably be revisited. I could have programmed more advanced monster AI but I really just wanted something to punch; a default zombie. All animations are very rudimentary cut and paste placeholders, so those can be refined for sure which will in turn make the combat feel better. 

There's lots of features I would like to implement into the project like an inventory, map, journal, etc. but I found myself running short on time before DD47 got here. 

As far as input is concerned I have zero clue what i'm doing honestly I just used Xinput default controls as a guide. I will need to either purchase or program a solution. At a glance, I am not a fan of Unity's new input system, but who knows, maybe if I do some research it'll end up easier.

Your input, along with other users, has really inspired me to continue this project so if you happened to see it next DD please check it out! Thank you!