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Insomniacs: Get Some Sleep's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #81 | 4.385 | 4.385 |
Originality | #1827 | 3.181 | 3.181 |
Overall | #1878 | 2.987 | 2.987 |
Fun | #3615 | 2.239 | 2.239 |
Ranked from 226 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?
No matter how much you try to stay awake, you will always fall into a deep dark sleep.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
The look of the game is great and a fantastic choice for your concept. I enjoyed the gameplay however I think what may have worked against it was that the environment was too large with objectives and key locations spread a bit thin. With the visuals it was hard to pinpoint a direction or location and to orientate myself within the space. That being said I still very much enjoyed what I played and wish you the best in making it into something great.
COOL!
Awesome aesthetics but i couldn't find out what is the aim, and sometimes terrain was so unreadable that i didn't know if im moving or not
Totally innovative arts! But I was lacking a main goal. Tried to find home, and was stuck on a small island. Nevertheless, Music is brilliant!
Astounding! Totally beautiful, and 100% my kind of thing. Great job!
Full fledged options, you can watch from every angle items you take, full 3D, lots of shaders, our character has a fully-animated body and shadow, multiple islands...
In 48 hours? It's crazy :o
The effect and lighting on everything looks awesome with the lowpoly art~ congrats on submitting a cool 3d game to the jam, please check out my game if you haven't :D
The art style and the music was pretty neat!
Really love the art style and atmosphere that you've created. That opening is fantastic :-)
I've seen you address this elsewhere in the comments, but I would really love more direction as a player in this fantastic world you've made -- I didn't even know I could find items to help me stay awake! You could even have certain "enemies" that rob you of wakefulness, sort of like the Sand Pest in Pathologic.
Overall, you've made some beautiful bones for a dreamy game. I'd love to revisit it once you've had a chance to really make the mechanics shine!
I'm working on a 'design doc' now for the full game, I think it could go two ways:
The art is great, it feels well thought and controlled. On the gameplay side, it didn't felt that much intentional, like slapping an FPS controller where you can prone / crouch, sprint anywhere, run on water. Music was a tad repetitive as well.
I first got lost running to the water to "refresh" myself to stay awake, missed the slightly signposted pier by going in the wrong direction.
On explorative games like this one, you usually have a really pertinent signposting / landmarking art to direct players in the "right" direction. Probably totally missed the point but I don't think it fits the theme that well. Too vague for me.
Again nice art direction, there's something to be done with everything you have there. I think it needs more intention, more world building.
Love love love the visual style and music.
On the other hand, I really think this game could have benefitted from trimming the extra controls, because it can be a bit misleading, when in reality all you have to do is walk around and find things. Still couldn't find any coffee though :( maybe i'll try replaying it now.
Again, the style of this game is maybe the best I've seen in the jam, honestly felt like I was dreaming.
Great job!! The visual style is really nice and gets a nice dreamy/sleepy/mystery vibe across. The choice of music is very fitting as well. What I would change is a bit more guidance for the player. I know that this might affect the impression and feeling you want your game to give, but since this is a jam game, you might want to give some hints on what should the player expect. Is there a hidden goal, is it just a very immersive walking simulator, is it a metaphor for real life? This way players would know what they should aim for, how much time they should spent on it and not judge your game unfairly. However, it looks amazing. Congrats and keep up the good work.
Yeah I think this is an issue of 'positioning' or a game design problem.
What exactly am I meant to do in this game?
A: It's a survival game, find resources to stay awake
Why do I need to stay awake?
A: The game will end and you have no control over it (except by eating more but you will fall asleep eventually)
That's not a great answer, so the 'story' or lore really needs to support that argument, of 'wanting' to stay awake - perhaps there is a mystery I need to unravel, or a wrong you have to right, that's what I'm working on now, the driver for the player to continue to explore the game.
Visually, this has to be one of the very best entries in the jam.
The mechanics could be better explained. I found the inventory system to be useless, as there isn't any guidance on where to go or when to use items.
Also, and this is a nitpick, but the first ~10 seconds, with the heavier pixellation filter, don't make for very good gameplay.
All in all, one of my favourites definitely.
A lot of the game is hand keyframed in unity timeline, eg opening of eyes, sun moving across the sky, light changing and most crazy pixelation animating from really bad to kinda good - I think the pixels need to be smaller and depth of field turned off, its very blurry right now.
I'll work on a 'tutorial' for sure, perhaps a tutorial area or island before the main game
This game makes me go YES!
I like the look of the game, but I could not really figure out what I was supposed to do, wandered around for 15 minutes but didn't really find anything other than a banana, and I couldn't figure out how to use it
Wow really nice models and shaders! the the game itse;f is very polished. I didn't make it to the end but I enjoyed the game and it was amazing.