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TELECO20XX's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (graphics, audio) | #4 | 4.750 | 4.750 |
Originality | #7 | 4.632 | 4.632 |
Fun | #18 | 4.088 | 4.088 |
Theme | #47 | 4.000 | 4.000 |
Ranked from 68 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
READ THESE BEFORE PLAYING PLEASE
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- WASD and ↑→↓← to move antenna on keyboard, NOT mouse
- Cutscenes are timed instead of input so pay close attention as soon as you open the window
- Keep all your monitors on and don't try to resize the window
- If you are streaming, the game won't capture everything properly unless you stream your entire monitor, because it uses a mechanic related to changing the window mode
The game will crash in between different sessions if you beat it, so you have to delete \User\AppData\Roaming\Godot\app_userdata\TELECO20XX each time if you want to see the ending again. Sorry!
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Help Teleco move on to the afterlife by guiding her through haunted hardware! She'll need you to change the settings to escape her lot in death.
This game is a 2nd-person perspective rhythm-based puzzle game that is meant to be completed start to finish in 10 or so minutes.
I had the idea to make a game about messing with monitor and audio settings, things like picture modes, mono/stereo, windowed/fullscreen, and wanted to make a game where settings diegetically altered the mechanics. Naturally, the trope of haunted media lends well to that. How might a ghost in a TV handle it if you changed the picture mode? Input/Output? Volume? There's a special surprise at the end too. Look forward to it!
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Comments
bravissimo
PS dont talk about my pfp :Þ
well as I kind of expected, this was brilliant, and its vibe sitting at the sweet spot between cute and spooky was just immaculate. I did find it a bit buggy, in particular collisions inside of the "old game cartridge" were weird for me, as sometimes it looked like I'd gotten the correct
SadakoTeleco to the correct teleporter pad thingy but it didn't fire and instead I fell off the world, and other times it looked like I'd clearly missed the pad with one or more Telecos and was going to fall off, but instead I got teleported like I needed to.I love the music, the writing is very good, I'm super impressed by the weird interpolation of 2D and 3D graphics. as someone just learning Godot over the last few months, I'd just about kill to get a look at the source code of this and figure out how some of the neat visual tricks here and the general integration of a 2D game scene inside of a 3D game scene were pulled off.
idk if ratings even matter anymore at this point, it's very strange, but I gave this game easily the highest rating I've given out yet.
thank you so much!!!! that means a lot and it's so great that people like the stuff i made!!!!! i still gotta play your game if you're down and i'll have time soon >:3
there's an oversight because i had to reprogram the way the audio waves worked, instead of each of them flipping your flag telling you to remain levitating, i made a stretched hitbox depending on how many of them are being fired, and one of the things i wasn't able to do is communicate cleanly that you're supposed to be touching both the audio waves and the corresponding port at the same time :'3 so because of the way the hitbox stretches, the audio trigger could end before the waves all disappear, making those kinds of awkward interactions. like you actually have to be touching it AT THE SAME TIME as when you can hear the audio drone, not when the visuals are on screen, because it literally reads the audio bus to trigger the wave and the stretched hitbox, not the waves, cause you to levitate. there's actually a depiction of the debug hitbox in my screenshots i forgot to remove lmao. the code is so fucking spaghetti i wouldn't mind just shipping it to you FR if you tried to use it as a base of support you'd probably ruin yourself ;w;
the writing was the last thing i added because it was the part i felt i could make the best with the least effort, i already had a good idea in my head of how it would go. i didn't really realize how strong the concept was until i started getting feedback, but with some distance, it's really hype that i think i did something interesting in the medium!! with the music, our musician was actually really not confident in the intro track, and i touched it up and now they love it. i'm really glad i convinced them to post the link to the project LOL.
i actually overscoped, i made it so that the 2D TV screens had godot functionality that lets you simply drag any 2D level scene onto it and it would just work perfectly, it was insanely cool but i couldn't use it at all because there was only one level. 😭godot is rad as fuck though for real!!!!! i also stream my stuff regularly so i don't mind doing technical demos with explanations
I forgot to mention this bit in my comment but even before I played this, it reminded me a lot of this really interesting YouTube video I watched recently about how improving video game graphics is really about dissolving the boundary between the player and the game world, that starts off and ends by comparing game consoles to a Ouija board:
yoooo, pretty huge actually! thank you for the video, i'll probably be thinking about this when it comes to the full game.
Such a great aesthetic and concept right off the bat, and it only got cooler as you progressed! Super creative ideas with great execution, Nice work!!!
Neat puzzle game. I loved moving two guys at once.
Haunted media is an enthralling concept to explore and I enjoyed your take on it.
The music stood out to me. It was spooky, a little chill and catchy. Was really digging it.
Love the CRT effects over the pixel art. Very retro/nostalgic.
The gameplay itself had a nice variety of parts. Starting with the cute narrative between the ghost and the haunted media expert using dialogue onscreen. I thought adjusting the antennas was a fun interactive way to start the game and introduce the player to the hardware they'll be working with as well as a nice way to ease into the main gameplay.
For the main gameplay you're basically controlling The Grudge on a SNES and I'm all for it. Great pixel art. The volume mechanic is creative and easy to understand. I felt like there was more than enough content for a game jam, and enough there to chew on the concept. I also really liked how you ended the game, but I don't wanna spoil it for anyone.
Very impressed. Nice to see game jam games with a lot of polish and yours even has controller support! I'm curious to see if you'll have any updates for this one.
Really loved the art and presentation of the game, and the way the prompt was integrated. The game was a tad glitchy for me but was really fun overall!
Very original and fun experience, the presentation here is top notch!
I really appreciate all the effects applied to the screen and audio - and not just for the sake of doing it but to actually tie it into the gameplay as well.
There was one instance where I had to restart because of an interesting but where the speaker dudes got misaligned somehow and didn't want to respawn, but was able to finish it after a restart.
I love that you made use of the Godot windows at the end, I really hope we get more experiences like that due to how much simpler it is to do now - and great job on tying it into the events of the game.
Great execution, please keep making games!
Such a creative concept! I loved the presentation and all of the audio and visual effects. I would love to see something like this expanded out into a full game. There's some incredible potential on display here!
THIS IS SO COOL OMG! Had a lot of fun! This reminds me a lot of OneShot and that's incredible! Really, awesome game. Good luck!
Models are looking cool and I like the screen idea. Such a nice concept
The game crashed for me shortly after entering the window mode portion, but I was super impressed with everything up until then! Very cool concept
ahhhhhh oh nooooo ; w ; dang dude that's honestly the worst lmao. i really hope that it doesn't happen on dunkey's stream. i don't really know what happens to make that happen. thank you though! i'm really glad you enjoyed it.
WAIT i forgot to comment on urs wtf
i mean i rated but DANG i gotta do that when i wake up
Super creative game! I enjoyed cranking up the volume :) The short length was nice imo, and the ending was cool too
thank you! yea it's been fun showing people how cool a filter sweep can sound. i explicitly wanted to make it last within a ten minute time frame so that when it's shown on stream, it wraps up in the minimum allotted time and sells the concept. i'm really excited about all the decisions we made for the game.
This reminds me a lot of Serial Experiments Lain and that one Cowboy Bebop episode. Awesome experience!
funny enough, despite having seen those both and being really anime-brained, i actually didn't consider those as subconscious sources of inspiration! i knew i'd seen TV towers in more than just nier automata and persona 4 >:3 but yea i like to remark on that in the west we often depict CRT TV walls in a neat little order, but the japanese equivalent are these pyramids of disparate shitty screens. i was very much trying to utilize the trope in a meaningful way, since in most instances they're more just aesthetic set pieces and don't actually tie into the story much.
Forgot to rate, so doing it now. Very polished game, short but sweet. I loved the volume slider mechanic, and the ending was very creative. Funny thing: for a while i thought the ghost girl was a penguin :D
ahhh lmao, yeah i can see the penguin! thanks so much dude, i want to make sure creativity is a focal point of the quality of my games :')
WOW! The music-based gameplay alone would have been cool, but the diegetic presentation, the narrative, and the ending?? A complete 10-minute package and easily one of the highlights of the jam for me. Will be harboring this little spirit on my machine for generations to come
that means a lot from someone who also put so much attention into crafting such a memorable experience >:'3 i'm gonna make teleco 2024 so devastating though, who knows how u'll feel about her then
cutie danger in the end
What a Concept!, Amazing visuals and audio. This is a great base for a much larger game
Woww very impressive entry! Smart decision on the scope, short and sweet! Super clever mechanics and uses of them. Everything felt super natural and didn't feel like it needed to be tutorialized, I felt like I just immediately understood what was expected of me and what I could do. Very cool aesthetic too, its awesome to see a 2d/3d hybrid executed so well. The volume button becoming a gameplay mechanic was an awesome moment for me, also realizing that I was playing as composite cables was great. The ending thing was pretty interesting too. Fantastic work!
yeah >:3 everything felt................ super natural
thank you!! i'm glad that you liked it!! i definitely want to bring a fluidity of understanding and mechanics to my future work on this game
real great stuff here! short and pretty epic, the 100 hour cram week shows lots of effort went into this, and I like godot also!
thank you, chiyo-chan holding a gun, i am glad you enjoyed the game uwu