Play Lost Souls
Lost Souls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
3D Art | #10 | 2.683 | 3.000 |
Narrative | #11 | 2.907 | 3.250 |
Technical Accomplishment | #17 | 2.795 | 3.125 |
Commercial Viability | #22 | 2.460 | 2.750 |
Original Audio | #23 | 2.236 | 2.500 |
Use of Audio | #25 | 2.460 | 2.750 |
Itch Page | #27 | 2.012 | 2.250 |
Level Design | #27 | 2.236 | 2.500 |
Overall | #28 | 2.571 | 2.875 |
Game Design | #31 | 2.236 | 2.500 |
Art Direction | #31 | 2.348 | 2.625 |
2D Art | #32 | 1.453 | 1.625 |
Fun | #32 | 2.012 | 2.250 |
User Interface | #33 | 1.901 | 2.125 |
Use of Theme | #39 | 1.789 | 2.000 |
Ranked from 8 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?
Yes:
https://tallbeard.itch.io/music-loop-bundle
https://www.zapsplat.com/music/plastic-toy-gun-dry-fire-puff-of-air-3/
https://www.zapsplat.com/music/plastic-toy-gun-dry-fire-puff-of-air-4/
https://www.zapsplat.com/music/aircraft-boeing-stearman-b75-biplanes-1940-1945-aircraft-flying-in-distance/
https://www.zapsplat.com/music/ambience-of-a-forest-wind-birds-insects-less-presence/
Does your game include plugins or pre-coded content?
Yes:
https://assetstore.unity.com/packages/3d/characters/modular-first-person-controller-189884
Please provide a full playthrough YouTube video of your game.
https://youtu.be/hRhKqkSMqcw
Please provide a link to a 30 seconds gameplay YouTube video of your game.
http://we don't have one :(
Leave a comment
Log in with itch.io to leave a comment.
Comments
I loved the art style especially during the handcrank portion. This felt like a mix of Rusty Lake and Edith Finch. Neat!
Glad you enjoyed it!
So much here to like. The variety in the activities and the writting was great. It was a bit of a mixed bag art wise, it went from feeling really rich to really sparse and I am sure that was probably what was scoped for. It left it feeling a bit too unfinished at times. I found that the mini game elements started out strong but soon became a bit of a chore for the writting to proceed, but because of that I was taking less and less time to enjoy the words and story. I am not sure the word count to game interest ratio was quite right. The amount of care and work that was put into it was excellent and I am sure with all the time in the world it would have been better balanced. Jams are tough on play testing for sure. What can I say other than it has bags of potential and I would definitly play a post jam version with interest.
Thank you so much for enjoying the game and leaving a comment. Your feedback is appreciated. It was our first time making a narrative game like this, so it was challenging.
For a first time I think you did an excellent job. No lack of ambition and I'd say it was a good experiment.
I can tell this is hugely influenced by What Remains Of Edith Finch (walking around a house, learning about people who died in it, playing minigames to eke out the details) and to accomplish something like that on even a fraction of the scale for a week-long game jam shows some supreme coordination and talent on your team's part.
Couldn't quite follow the story but from what I can tell it seems to be about love, loss and death at the moment of romantic climax with those lovelorn spirits haunting the house which is presumably why the main character's ex decides to go there (I think)? So the writing style does suit the tone at least, as does the motif of instruments building on top of each-other with each mini story to form a complete piece by the end, which was another really nice touch. Head-bobbing camera movement could be minimised and the minigames were quite repetitive, but I got through to the end and I had an interesting time with it overall!
(Also, why can't I look all the way down at the floor??)
Hi! First off, I'm glad you enjoyed the game. The game was not only inspired by Edith Finch but also Being John Malkovich, with the idea of going through a door and possessing someone. The protagonist's girlfriend was thus possessed and that's why he went to the mansion.
The minigames were hard to balance as we had to get the story across. Some of them already have an abridged version of the original script. It was hard to manage, and some of the minigames came from technical/time constraints.
And regarding looking at the floor, well I don't think I actually ever tried it. We used a premade First Person Controller, with some slight modifications. The default clamp is probably too small to allow showing completely down.
Still, thank you for the feedback, and we're glad you liked the game and took the time to write a comment.
From personal experience, played this game twice and though I've experienced what I think was 'all' the lives, from visual prompts (three tales.) Wasn't able to open/prompt that 'white door', in spite of all the tales played and such, instrument wise.
So on that lens, dunno if it's a bug, or a feature; all due respect wise. But in a certain, eerie/weird like horror vibe. I have a feeling this could be an immersive, unique take under "every life counts".
Yeah, it was a bug. Hopefully fixed when the patch drops. We'll write a devlog about it.
Adjusted my review a notch, in light of the bug fixes submitted and all.
The only gripe I have still? Is how there was a technical 'lack' of a sort of ending, in relation to the previous tales/stories? But past that, it's fully playable, and any gameplay glitches that say, 'skip' parts of the story have likely been fixed, alongside a surprising inclusion of further audio cues, alongside an immersive tutorial prompt/reminder, that's surprisingly swell.
Thank you for replaying the game! I'm glad you enjoyed it more. Yeah the ending, even if we could add content to it (which we couldn't because it was the polish phase) we just didn't have the time considering all those other fixes we did. Sad, but such is the way of the game jam.
Cool concept, the fact that the music gains an instrument, each time he beat a mini game is pretty cool. I would polish the level design, because the house feels a bit too big and empty, with unnecessary rooms.
A bug you could fix is to allow the player to get out of a mini game, because you can repeat them if you miss click.
Overall cool idea, and I'll be looking forward to see it gain life with a little more polish.
Good job!
It's a bit too late for us to fix the level design, but we're adding a pause menu, letting players exit the mini games. It's coming in the next patch, we'll write a devlog for it.
Still, we're glad you enjoyed the game.
I can't figure out how the game matches the theme, however, it is a nice mystical experience. Unfortunately, I think it really lacks User Experience. Feedbacks are scarce, and the gameplay is not that clear. I would love to play a polished version of it!
Thank you, we will have a polished version by the deadline, we'll release a devlog about it.
The concept behind the game is that each past life counts, and is not insignificant or just a background detail. By bringing peace to their lives, you give them meaning. Sadly, we didn't have as much time as we wanted to dedicate ourselves to the ending, so it got a bit lost.
Still, we're glad you enjoyed the game, and are thankful for the feedback.