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A jam submission

PremonitionView game page

You don't know calm until the storm comes.
Submitted by Framebuffer (@framebuffer) — 32 minutes, 25 seconds before the deadline
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Premonition's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#1433.5253.525
Graphics#2313.7753.775
Overall#2853.3753.375
Theme#3163.4003.400
Game Design#3603.3003.300
Audio#3743.2003.200
Fun#5053.0503.050

Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Storytelling about the transition between calm and storm. The storm is knowing you lost your calm. The environment and actions change the gameplay to reflect the transition between calm and storm.

Did you write all the code and made all the assets from scratch?
No.

Camera, Shader, Font and custom build of Godot with 3rd party modifications are credited both in the description, as well as in a LICENSE file on each ZIP file.

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Comments

Viewing comments 15 to 1 of 35 · Previous page · First page
Submitted(+1)

This was pretty cool, although I admit I didn't really get it, until I read the description on the game page which made a lot more sense. It was still cool to roam around interacting with all this weird text though. I escaped through the window which I'm pretty sure was a bug? Didn't seem intentional for me to just leave the house behind although it was pretty cool anyway. I only found the window bug anyway because there were no credits, which would have been a nice touch. But anyway, I enjoyed this, one of the more abstract and relaxed games of the jam. Good job

Submitted(+1)

Really smart interpretation of the theme.

(+1)

buen juego, no pagaria por el, pero si lo descargaria para jugarlo

Developer

Te encuentro la razón. Tampoco lo lanzaría de pago. De fondo, su meta era ser más una tech/concept demo que un juego (dado el contexto del jam, y la idea en sí). Dudo que sea algo muy monetizable y fue una decisión consciente.

Si te generó impacto, que era lo que quería, creo que cumplió su meta.

Gracias por la opinión sincera!

Submitted(+1)

Very interesting, the camera is really trippy the way you can rotate it fully.I feel like that would go really well with those confusing non-euclidean games. If you don't know about those, based on  this, I think you might like them. Cool game!

Developer(+1)

…you know, never thought about that. Good catch! I have seen a bit about them and how they work, so it seems like a good avenue to do some research on.

Thanks for the feedback!

Submitted(+1)

What a crazy ride. Very cool interpretation of the theme and I loved the art/aesthetic. Great work! Congrats and good luck!!

Developer

Thanks! Glad you could get the interpretation of the theme. I thought that it might’ve been lost on everyone, but thankfully it wasn’t. At least, not for everyone.

Developer(+2)

[obligatory update]

Update has been done with previous written authorisation of a member of the admin team.

V1.01 fixes a severe issue with audio. Several reports came to me that, if you had your desktop audio even a bit loud, music was loud enough to leave you with tinnitus. A piece of audio (a drone pad panned to hard-left) that was -20dB jumped to 0dB.

Tinnitus simulator has been patched. Now with 0% risk of hearing loss.

Submitted(+1)

This game strikes me as a surreal museum. I kinda like the way you used the theme, even though I think its also stretching it a bit. But thats what game jams are about :)


The main stand-out thing was the aesthetic. Idk what to call it, but I really fuck with it. You could make a really trippy game with that art style. 

For some reason, I found the computer room quite unsettling. 

Developer(+1)

I took a real gamble on the concept. I went in knowing full well that I am betting on the environment telling the tale and not gameplay itself.

Maybe it’s not a game jam kind of concept (and it is the general consensus among the reviews), but honestly, I really wanted to playtest the aesthetic and the whole vibe.

I’ve gotten some feedback that the whole vibe causes a bit of unsettlement. Kind of an spoiler of future ideas, but I wanted to experiment with that kind of visual for an experimental horror game in the future. The fact you found out that feeling on the computer room helps me a lot for future projects.

Big thanks for your feedback!

Submitted

Please make a horror game with that aesthetic.


You have so much opportunity to create unsettling environments. The best way I can explain it is the uncanny valley for environments. 

Submitted(+1)

A very trippy experience and pretty interesting interpretation of the theme. More like an art piece than a game. Good job!

Developer(+1)

Thanks! I really wanted it to be something more than just a game. However that might be interpreted in the context of a jam. It is my way of expressing myself after all.

Glad you liked it!

Submitted(+1)

This is a very interesting take on the theme, the calm and the storm being more of a mental thing than a literal one. And the music and the atmosphere of the game feels so isolating and chaotic but peaceful in an odd way then gets further into that chaotic feel later.

Great job I have to say

Developer(+1)

I had this mantra throughout the development of this game of “it’s all in your head”. In the end, calm and storms are interpreted by our mind and senses. I had to tread between this delicate balance of being inside the theme, and also not wanting to be explicit.

With as few resources as I could muster in a week, on my own, this was the only approach I could implement with better results.

I am very glad you liked it! Thanks!

Submitted(+1)

Loved the graphics and audio Interesting concept with how the environment changes overall great job, we've been a little worried about trying a fully 3d game so its cool to see how you went about it!  great job and good luck with future development!

Submitted(+1)

A mesmerizing contemplative experience of color and emotion. The background track fit the games liminal memory-wandering vibe perfectly, really immersing me in the dream-like feel as I read the disjointed thoughts of the unseen narrator I presume I play as.

I have few minor gripes. A restart button would've come in handy as I found myself getting stuck in a wall or falling off the map, and I found the sensitivity a bit too high for my liking. (comedically fitting, considering your thoughts of the sensitivity in mine being too low)

None of these nitpicks take away from my enjoyment of the game to any meaningful degree, of course. This game has soul, and I commend you on your work to display that.

Well done.

Developer(+1)

Thank you for the feedback on the controls and UX!

Yeah, it was ironic when I reviewed your game submission, and we found out camera movement to be polar opposites. However, the restart button (and, being real honest, any semblance of user interface) were all afterthoughts done way too late in development. A game could be all cool and good, but it’s not enjoyable if you have to Alt+F4 to restart.

I’ll have this in mind for all future projects. Again, thanks for the honest feedback and improvement suggestions!

Submitted(+1)

The way the text messages were presented is well done because it is not too distracting; you dont have to wait for the text to end to move on. The graphics are really good too. As far as feed back, I would recommend adding a for the next patch a counter or something that tells the player what is happening.  Nice Work!

Submitted(+1)

I really dig the primitive PS1 style with the cel (or halftone?) shading and the simple shapes. However, there isn't really any gameplay, i guess it's more so just a purely visual game with it's aesthetic and storytelling through everyday objects in a house. And honestly? That's really cool. I haven't seen any jam game do this up until now and I think it was executed super well in this one. And the ambient sounds really sell the vibe that this game is going for. It feels like when you're at home at night witnessing a huge thunderstorm; it's real cozy and I like it a lot. Fantastic job!

Submitted(+1)

The only thing I'd say for a critique of the game is that there isn't really a core gameplay loop. It feels like walking around a museum. This could be a conscious choice, but if it is I have to question the choice given the setting of a game jam.

Such a crunchy game. Very visually set apart from anything else I've played so far. It feels like an avant-garde art exhibit where nothing quite makes sense and everything is just a bit uncanny. The PSX filter is such an unrivalled vibe.

Developer

The game has an RNG “difficulty” level that starts randomly deleting elements until you’re all alone. I might’ve set it too low to be noticeable on first playthrough.

But I do agree, it is a rather unacceptable fail on my side.

Glad you liked the vibe tho.

Submitted

Wow I really like this game's visuals and use of colour!  

The sound is very moody as well.

Unfortunately, I am getting stuck out-of-bounds after going to the staircase

Developer

Yeeeeah, the collision boxes are right on the steps. If you approach it from the middle instead of the sides, it works.

If you go out of bounds of your head, at least the world you lived in was at least complete. Not perfect, but at least the mesh doesn’t explode if you go out of bounds.

I chose not to re-upload cause it kiiiiinda sorta fit the whole concept? But oh well. Maybe for a Director’s Cut.

Viewing comments 15 to 1 of 35 · Previous page · First page