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Critical Exposure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Narrative | #2 | 4.167 | 4.167 |
Use of Theme | #2 | 4.083 | 4.083 |
2D Art | #2 | 4.250 | 4.250 |
Art Direction | #5 | 3.917 | 3.917 |
Technical Accomplishment | #6 | 3.333 | 3.333 |
Overall | #7 | 3.500 | 3.500 |
Game Design | #8 | 3.250 | 3.250 |
Use of Audio | #8 | 3.083 | 3.083 |
Level Design | #12 | 2.833 | 2.833 |
Fun | #14 | 2.750 | 2.750 |
User Interface | #17 | 2.667 | 2.667 |
Original Audio | #18 | 2.500 | 2.500 |
Commercial Viability | #19 | 2.583 | 2.583 |
Itch Page | #23 | 2.333 | 2.333 |
3D Art | #26 | 1.250 | 1.250 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in Team
5
Does your game include Art packs?
No
Does your game include Sound packs?
https://sounds-mp3.com/i-en-geiger-counter
https://freesound.org/people/JovianSounds/sounds/524205/
Does your game include plugins or pre-coded content?
No
Please provide a full playthrough YouTube video of your game.
https://youtu.be/is7GNQ7oUAQ
Please provide a link to a 30 seconds gameplay YouTube video of your game.
https://youtu.be/lGudmtfhYuo
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Comments
Lots to dig into here. I had fun, although I agree that the game seems a little unforgiving in having a "right" way to go about it that maybe I wasn't catching.
This is a cool concept. I like the serious tone, though I did feel frustrated playing at times. I think this could be developed into a cool full-length game!
I wasn't expecting to play a game with a mature theme and story. Although I don't normally play games such as this one, I respect the creators for wanting to focus on a mature experience supported by its story and ambience. The pixel art is strong, and I like the added visual effects such as the pixel light sources and the shadow effects when passing through corridors. Passing by corpses of your previous attempts were disturbing (in an effective way) that adds to the atmosphere. I can't say the level design and gameplay match in quality; its mainly a walking corridor simulator. While being wary of your step counter has narrative effect, it ends up leading to trial and error as you figure out which way your supposed to go. But as I said, the narrative, art direction and ambience help make up for it.
(On a minor note, I experienced a bug where I walked through a solid wall, but wasn't game-breaking.)
Props to the developers for tackling a mature theme!
I find this game to be incredibly unforgiving.
Every step I make makes the geiger counter go up. I get that. But my problem is that almost every potassium canister is set an exact number of steps away and if I make one slight deviation, I'll never make it in enough steps. I have to be PERFECT. It's hard to be perfect when I have no idea of where to go and switches used to open the doors sometimes take two presses to open properly and that ends up wasting precious steps. The upshot is that every time I make one mistake, I may as well just reload right on the spot and more than once, I die when I'm literally two steps away from another Potassium canister.
It's a shame, because the artwork is great and the overall mood being set is FANTASTIC. If you're going to work on this (and you should because it's an awesome idea), make the increasing radiation meter time/duration-based instead of step-based imo and make it a separate gameplay entity from the geiger counter (i.e. the player absorbs radiation and that will slowly trickle away at their health at a fixed rate, that overall rate of damaging radiation increases when the player goes into areas that set off their ticking geiger counter and stays at that new faster rate even when they retreat).
There was loads to see and do in this game. I really enjoyed it and the mood was set really nicely. Lots of death went down and I got everyone killed. That's ok though as I had a nice time doing it. Good job
It was easy to get lost, took me 2 tries to get the good ending, maybe better indicators on roughly where to go?
I like the sombre tone, seeing the names of the members that died, even in the good ending, was a really nice inclusion. I was a big fan of the lighting, have always wanted to try lighting in that style that moves around walls, is that done in a shader?
The game has a great concept, nice work! However, the game immediately drops you into action and it is hard to get everything at first, especially the controls for interaction. Once you get everything, though, the game catches you. The graphics are cool, and the atmosphere is extremely on point. Really, good submission :)
I can ditto that statement. When my personal experience was to first go 'up', and it led to a 'loop de loop' dead end after some time. Then go 'down', and the controls where right there.
I like a 'bit' of the design ethos, but wished that in some lens, it was a bit more 'transparent', or roguelike in an irreversable 'geiger' meter/counter, past a certain point. Bar that, message wise, I find it more an impactful serious game, than 'strictly', a viable commercial product. Which is totally fine. Great, even! Given the current war rampaging climate outside and all...