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A jam submission

The FacelessView game page

Vertical Slice Project
Submitted by AlexK, Garcherblu, AdamBerghall — 13 days, 18 hours before the deadline
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The Faceless's itch.io page

Results

CriteriaRankScore*Raw Score
Storytelling#172.7112.839
Game Play / Game Feel#202.9883.129
Presentation (on itch.io)#232.9263.065
Overall#262.6972.825
Audio#262.7412.871
Art Direction#282.8953.032
Level Design#292.5872.710
Innovation / Experimentation#352.0332.129

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Year of education

Credits (names and roles of entire team)
Adam Berghäll - Scrum Master/ Level Designer/ Sound Designer
Fredrik Hanzen Azzopardi - Enemy Systems Designer/ Sound Designer/ Voice actor
Alexandros Kokkinidis - Player and Environment Systems Designer
Greta Minkeviciute - Product Owner/ Lead Artist/ Voice actress/ Narrative
Josephine Skeppström - 2D Artist/ Animator/ Narrative/ Level Designer

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Comments

(+3)

Hoooo boy, I am a fan! I'll try to be brief, because playing this through to the end has already made me late for a meeting...

The fact that you took it upon yourselves to create a 3D-action-oriented game in the time frame of these projects is impressive in it's own right, but what drives it home is how you managed to execute it. For starters, I can't even imagine where the idea for this world, this story comes from. I assume that everyone in this team sleeps with the original Bioshock under their pillow. The world is eerie and dark, and the enemies are quirky and equally cool. The player character is interesting and moves in a cool way.

I do appreciate the combat and I found myself rushing towards every enemy I found rather than trying to stay away from them, simply because I felt that I as a player had all the tools I needed to fight them. The dodge roll works, the parrying works (even though I wish It was a tad bit faster, and at the same time I feel like the window of active frames is a tad to forgiving) and the discharge ability is absolutely wicked. Here it shows that half of the team are sound designers. Good job on tying animations and audio together as well. The visual aid of enemies preparing their attack á la Batman-games was a nice touch, as well as the enemies "faces" changing color to reflect their current health. Small touches like this really helps making the combat feel smooth and manageable. I really appreciate the on-screen combat control prompts that were introduced exactly at the points where I needed that information, nice touch.

Oh, and don't think that I didn't notice the mirror. Good job on that.

I do wish that we've could have seen bigger variations in the environments and the obstacles we find. I understand that time must have been tight, but I think this is where you should spend more time, should you decide to continue development. You might not have the chance before Arkane tries to hire all of you. I've been a juror at GGC for many previous years, and this is up there. 

Congratulations, and fantastic work!

(+3)

A creepy psychological story, even though I am not sure exactly what the story was, it left a feeling of creep for technology. The setting and the enemies of the game suited the story perfectly, and the speaking voice reminded me of Talos Principle, talking about souls. I felt like fighting was unnecessary for progressing in the game, as I could just run pass the enemies. When fighting the enemies, it felt balanced and the became more and more difficult, making the health-packs a life saver. As a player I am feeling changed after playing this game as the story is being empowered by the enemies and the surroundings. Good job!

(+3)

This was nice - well done team!

Submitted (1 edit) (+3)

Love the bass-boosted heartbeat sound when you have low health hahah<3