Play game
The Facility's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #12 | 3.739 | 3.739 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Solitude - the player is completely alone in a desolate facility.
Ancient Ruins - There is a small nod to classic dungeon crawlers later with some ruins, however this is very much tertiary.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I'm not sure I trust the yellow "energy drink" I found in the bathroom...
The objectives were nice polish, but honestly it may have been a bit more fun exploring without them (or, slightly more work, but if they only show up if the player hasn't made any objective progress in 2-5 minutes or so?). I don't think I was ever confused on where to go (e.g. the dialog about dumping liquid on the console was perfect to get me to remember I saw a bucket earlier). OMG, I love the fidelity transition, the different lock-pick UI even was a nice touch! Cutscenes and such were great and really showed a lot of polish. Nice job!
Now don't you worry about that yellow stuff. In the words of the great Patches O'Houlihan; "It's sterile and I like the taste".
Thanks so much for playing and your thoughtful feedback. I certainly erred on the side of caution in regards to the handholding, I think adding a timer or at the very least making the clues a touch more cryptic would have been a really nice addition, but even getting it working in the first place was a nightmare. Honestly, it's the most brittle thing I've ever produced and held together with sticky-tape behind the scenes! It's certainly something i'm going to work on in the future, and I hope to be able to carry some learnings through to future jams.
I'm really glad the environmental stuff worked for you, and that you found some enjoyment from some those aspects. Many thanks for your time and for playing!
That was short but very sweet! And in a game jam with plenty of lengthy entries I appreciate brevity!
Overall it was very polished, graphics were good, the various visual effects were great, and I loved the various scripted sequences. The lights powering on was a neat sequence, and getting electrocuted was fun. I also loved the foreboding atmosphere created in the beginning of the game with the blood trails and blood coming out of the ceiling and showers.
The lighting and level layout were also very well done, every area kinda stood out and had it's own vibe from creepy to silly. And the graphics switch when entering the rainbow wave wall was a nice surprise!
The movement was good, I liked being able to hold down keys to move continuously, and it was very fast and snappy. The changing verticality going up and down stairs felt good too.
The various minigames were kinda fun, I kinda wish there was some combat, but considering how much was already done I think it would have been a strectch to have it match the quality level of everything else.
This was very well done, great work!
Thank you for playing, and for such a lovely comment. I'm so pleased you liked the environments; I wasn't confident in making a map so I'm glad that everything is unique enough to not need one.
I totally agree about the combat, but I was wrestling with how to actually make it fun and not slow down the gameplay too much. It's a question i'm still wrestling with!
Thanks again for taking the time to play :).
Nice experience. The main game could have been a bit longer. The parts that were done was nice but mostly in graphical terms which are exceptional. Lots of special effects and nice cinematics.
It was nice with objectives which helped in knowing what to do next. Lockpicking mechanics also a nice addon.
Spamming on the space bar was an unusual mechanic which was interesting.
It would be nice to get to a pause screen or main menu with esc. Had to Alt+f4 myself out for the game.
The game also has a nice new take on flying down the stairs.
Game is kinda lacking in combat, but is still a nice experience!
Well done!
Hi, thanks for playing. I would have loved to have made it longer, if I could have kept it interesting, however it was simply a case of having enough time to implement new and interesting systems, as repeated the same ones over and over got boring fast.
There should have been a quit button when you finished the game, so I'm surprised you had to ALT-F4 out, it would be great if you could clarify where you got stuck and couldn't exit. Of course a menu with an exit button would have been lovely, but for a 10 minute game it was quite low on my list of priorities. I will be adding it post-jam however!
Thanks for taking the time to leave feedback, appreciate it.
Short and sweet, I loved this entry! The lockpicking was well done, and I enjoyed how different things in the vault looked (being vague here to avoid spoilers)
Why was there so much blood? Why did I pick up a knife? Why is there a sassy eldritch tome? I want to know more!
Great job!
Thank you for playing!
It's safe to say some thing were left on the cutting room floor, although many a few of the items you can pick-up are used for 1 quest as an optional objective.
Thanks for your time and feedback!
Five stars, excellent work! This was really, really good. New mechanics to keep it interesting, just the right amount of player leading, an interesting world that felt right and a very satisfying ending. Really well done I loved this game.
Some notes: I double turned frequently and (I know this has been covered) the camera felt too close to the wall. Also I found a bunch of stuff I didn't use. I assume this means content was cut but it felt out of place regardless.
Thank you so much for taking the time to play and your generous words.
A fair amount of content I wanted just didn't make it, as is the way with jams I suppose. The camera is certainly not well placed, and I quickly learned my lesson when I picked up Dungeon Master after the jam!
Thanks again for your feedback, it's really appreciate and I'm over the moon that you enjoyed the game.
This was pretty good!
I enjoyed the atmosphere in the beginning. I was almost expecting a jump scare or two. I also really liked the time-out room and the transition between the facility and the ruins. The puzzles were easy enough to figure out and not get stumped on and it was enjoyable trying to explore and solve how to move forward within the facility.
I only have a few things I would say that stood out that could be adjusted. You did well feeling alone in the facility but I felt the lack of an actual threat. After picking up the knife I expected to fight something. The traps in the ruins were well-placed but I think the movement outpaces the speed of the traps. I think slowing down the movement would help make it feel more of an obstacle because you can just wait for them all to go down and just dash right through at the moment. I would also love to see more puzzles in the ruins where if you mess up something like an order of item placement traps activate and you have to try to avoid them.
Again great submission!
Hi, thank you for playing!
I couldn't agree more in the sense that much of the stakes are completely self-imposed and there is really no threat or stakes. I was quite concious of not having any saving and was concerned if I killed players that they would just drop the game without finishing, so I made everything way too easy. But you're absolutely right, it needs something to fight, or something to kill the player.
I love your puzzles idea, and I think extending the problem solving should be something I try to add as I update, I'll certainly look to put something like that in as it sounds really fun.
Thank you for taking the time to play and your really helpful feedback.
Great job, top marks!
I really appreciate the time you put into the production value here. The camera work, effects, voiceover, and audio were all given a lot of attention! You were able to do a lot of things that I had hoped to do with our game, did it well, and in the same amount of time! I am impressed that you managed to get so much worked in there.
I am sure you are already aware where there is room for improvement here, most of the tradeoffs seem to be very intentional. Visual fidelity, including animations, a fleshed out combat system, enemies, and more backstory/narrative elements are the obvious ones I will mention though. But this seems like it has a lot of potential to be a great vertical slice, good work!
Thank you for playing, and thank you for such a lovely comment.
It is quite possibly all style and no substance, but I'm glad it is appreciated. I wasn't sure what to do coming in, so I simply decided to try and start and finish in a visually nice way and then figure out how to fill the middle in!
It seems that jams are a museum of tradeoffs and you've hit the nail on those, I certainly intend to address many of those elements in the future. I've been working my way through all of the textures and recreating them in 3d this weekend for a nice boost.
Thank you again for your thoughtful words and helpful pointers for me to take this further.
I'll be honest - i noped out of the blood marks and never looked into that room :D
Game is awesome. There is slight freeze at the start - first turn or so. But then it was smooth and nice. You made me touch... what? And I... did it? Oof... Also, amazing idea with second world being so much different (yet having same kind of medkits hehehe). That escape thing... a bit too much of shaking - I even got nauseous hahah, I fully expected THAT to be warp animation btw! Also why couldn't we use wasd in there? Only arrowkeys :( I got confused!
I don't think I can comment anything useful here. Its a full fledged short game with cinematic parts - it doesn't feel as it was rushed jam entry :o
Edit: One thing, actually, might be helpful. Wall thickness - try to have a bit of volume on them. Otherwise nasty glitches may happen - room next to one with posters - you can see flicker of a poster on a wall in certain angles. Those flikers hard to battle, tbh. And in general walls look way cooler if they are wider than one pixel :) Otherwise - keep on going. For first jam that is a really strong entry!
Hi! Thanks so much for playing and I wholeheartedly agree on all your points.
The freezing is completely my fault due to having loads of transparency calculating right at the start (oops). The shaking is a little much, sorry for the motion sickness! Oh and the walls, yes! I'm currently updating all the meshes and textures to get some nice chonky walls which should hopefully bit alot nicer.
I'm so pleased you touched it :D, I didn't know if people would want to, and would actually see the animation.
Thank you for your time and all of your really helpful feedback. I'm going to fix all of those points.
The game is specially polished.
Every part of the game looks quite good, the environments are very detailed and some verticality is always super cool. I like the atmosphere with the blood especially and the effect when touching the barrier was cool. The pixel dungeon was an interesting way to implement a part out of this world , the ship part works well too and the font and the voice acting fit the game very well. Avoiding traps especially but also the locking picking and spacebar pressing were fun enough. I love the logo/main menu image by the way.
This is a cool game, I'm looking forward to updates.
Thank you for your kind words, and I'm glad you enjoyed it.
Most people think the pixel dungeon was accidental, I'm so pleased you noticed the intention so thank you!
I had a bug which stopped me progressing (I wasn't able to access the power console), but I watched someone elses play through the production quality is really great and I was not expecting it to go as hard as it did at the end! I think it's really interesting how cinematic you went with the structure story and the progression, just a really cool approach and something that is very challenging to pull off in a jam environment.
Really well done.
I'm so sorry you experienced that bug. It's unfortunately the only one I know of that completely soft locks progression, so I'm really sorry I spoiled your run.
Thank you for taking the time to watch a video to form your opinion, that was very thoughtful of you and I appreciate it.
This game is a gem, well done!
I love the whole feel of the spaceship. The visuals, the lighting, it's so good but I can't explain why. It just tickles me in the right way. Neat story, simple but engaging gameplay, lovely decorations and rooms, overall it's really good!
I don't really have much else to comment on, honestly. Yes, it's short, but it's fine as a self-contained story and it's presented really well imo. I don't mind the lack of enemies, in fact I find that it adds to the mystery. Making the ship and environment be the enemy is also an option and in this case it fits.
The only issue I noticed is that sometimes the framerate tanked while turning. That was only very early on in the game, iirc, and I didn't notice it again afterwards.
Good job!
Thank you for your kind words! I'm so happy you enjoyed it.
There are some enormous performance issues, which are totally on me. Mostly due to the way I handled the alpha channels on the railings that are everywhere (why Slip, why?). The engine does an initial pass over the map at start for alpha and it just freezes. Completely my fault for being an idiot, and by the time I realised what I had done it was too late to fix! But I will be fixing it immediately after the jam :P.
Thank you for playing.
A very quality self-contained little adventure. I enjoyed the humor, and the art/level design was very nice. It most definitely works as a teaser for future extensions.
Full playthrough here:
Thank you ever so much for the video. It's invaluable to see how people are playing it.
As a result I've noticed a massive issue with the UI scaling on some monitors. It was particularly apparent when the text explain is was 'escape' to close the menu had become hidden by the objectives bar! Sorry about that.
Really glad you enjoyed the humour, thank you for the time you've taken to record all of your runs for the community.
MAN WHAT THE HELL THIS WAS A BLAST HAHAH!!!
Love the game for real! I myself am a guys who loves a game cinematic, nonetheless my favorite games are mainly singleplayer action-adventure story games and this game was just that and I loved it! I really did, got nothing else to say actually, I just loved this keep up the good work!
Hahaha, sorry! Hope your eardrums are still intact ;).
But seriously thank you so much, I'm over the moon people are enjoying this, really means alot.
Wow, for your first ever game this is incredibly well made. Nice to see a game with a focus on story and exploration over combat and the writing was pretty funny. The ending was impressive - you clearly put a lot of effort into it and the visuals were stunning during the warp drive, I'd love to see where you go with this one!
Loved the lockpicking mechanic (I've recently started playing Skyrim again... so it made me laugh to see a similar mechanic here), though I would have preferred using A/D or left/right to adjust the pick.
Lighting and level design was great too, really reminds me of the original Half Life, and cool to see you added slopes to add a bit of variety to navigating the levels Getting zapped and thrown backwards by the electricty was a cool and cinematic addition too, rather than being locked to the grid the whole time.
Awesome game, and looking forward to seeing what you do with this!
Oh my, thank you for such a generous review, I'm beaming right now reading this.
Skyrim was the inspiration! I didn't quite get it right, but I'm going to give it a good overhaul and port it to 3D where I will ensure there is keyboard control for the pick.
Thank you again for all of your kind words, it really means a great deal.
Short and sweet. The graphics reminded me of like half life or deus ex era scifi stuff, despite being inconsistent with the higher poly stuff and the dungeon. The camera work during the action scenes, especially the end was great. My only complaint is I wanted more!
It's the nicest thing to have someone say they wanted more! Thank you.
I really swung and missed on the set dressing with the high-poly stuff, I'm going to be much more careful with that in the future so thank you for the feedback. The really low poly dungeon was supposed to be intentional, like you're going into a classic dungeon crawler dimension or something. I probably should have changed the UI from healthkits to potions and maybe animated a hand going for high to low to help make it clearer.
Thank you for your time and I'm glad you had fun :).
Very cool! The ending was really high quality for a jam like this. Personally I think the use of some very high poly models hurt the retro style of the game a bit (looking at that toilet in particular) and maybe some combat would have been nice but overall very fun and quality game!
Thank you for playing, so pleased you liked the ending!
Completely agree the models are a little all over the place, I started by modelling everything myself but it was becoming quite time consuming as I'm not very good. The green power box at the start probably took me two hours haha. I'll be much more careful of consistency in the future with that in mind and your feedback is really helpful.
Thank you again for taking the time out to play.
Man, that was epic. How did you realize camera work and story events in such a short time frame? Superb graphics and sound, just amazing work all around. I wish there was more after the warp drive stuff :)
Wow thank you!
The Godot animation player was really useful for spinning stuff up quite quickly, I certianly spent the most time on the visual bits, but it was very beginner friendly which helped.
Thanks very much for such a kind comment, and I'm so happy you enjoyed it :)
I really had some fun with this, especially with the [REDACTED] that was done with my shenanigans. Nice atmosphere, was expecting a lot worse to happen to the protag! Would like to see a more fleshed out version with some plot points and backstory.
Thank you so much, I'd love to actually explore more on the 'why' in the future, I had a few ideas but just didn't get the time to implement them, after the jam I'm hoping to flesh it out much more.
Thank you for playing and I'm so pleased you had fun.
I really enjoyed the atmosphere and attention to dramatic use of effects, lightning and sounds. The minimages where nice too even if I don’t like the button mashing style that much. Here it was limited and served a narrative purpose.
Some things did confuse me besides when my quest got stuck.
Since the instructions didn’t mention using the mouse and since the game was very good at popping up a “Do something with [SPACE]” instruction whenever there was something to interact with, I didn’t understand the lock picking at first. Because I held space and it sounded like something was happening. And then I tried moving the mouse while holding space. I accidentally picked one before I got that it was a align with mouse *before *pressing space game.
The other thing I didn’t get was the energy drinks, what were they used for?
If you continue work on it, make it so one can interact with the toilet too. I think that is mandatory if there’s one in the game ^^
I really liked the break room.
Oh yeah a very small bug/thing in the final scene with the press these keys game, then WASD wasn’t mapped, only arrow keys.
Really solid entry as a whole.
Thank you for playing, and most importantly thank you for sticking with it when you encountered a game-breaking bug!
You're absolutely right, the lockpicking isn't at all clear on exactly how it works, it's something I'd like to redo and make much clearer based upon the feedback I'm getting.
The energy system was intended to me linked much more closely with other activities in the game, such as unlocking new areas and access to more events. It was also to be another way to sustain damage, by over-exertion. But alas I ran out of time and it doesn't serve a great deal of purpose in its current state.
I really appreciate the time you've taken to look at this, and I'm really pleased you had fun, i'll absolutely work on those issues.
I really enjoyed the atmosphere and attention to dramatic use of effects, lightning and sounds. The minimages where nice too even if I don’t like the button mashing style that much. Here it was limited and served a narrative purpose.
Some things did confuse me besides when my quest got stuck.
Since the instructions didn’t mention using the mouse and since the game was very good at popping up a “Do something with [SPACE]” instruction whenever there was something to interact with, I didn’t understand the lock picking at first. Because I held space and it sounded like something was happening. And then I tried moving the mouse while holding space. I accidentally picked one before I got that it was a align with mouse *before *pressing space game.
The other thing I didn’t get was the energy drinks, what were they used for?
If you continue work on it, make it so one can interact with the toilet too. I think that is mandatory if there’s one in the game ^^
I really liked the break room.
Oh yeah a very small bug/thing in the final scene with the press these keys game, then WASD wasn’t mapped, only arrow keys.
Really solid entry as a whole.