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BRAINVOIDER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #215 | 3.000 | 3.000 |
Audio | #216 | 2.769 | 2.769 |
Overall | #245 | 2.923 | 2.923 |
Authenticity (use of resolution) | #262 | 3.615 | 3.615 |
Gameplay | #274 | 2.308 | 2.308 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Just me.
Was the resolution a challenge?
Yes because i wanted to try something in 3D this time, and it's a challenge of lisibility with this resolution.
What did you learn?
Use of camera, low poly model (with blender), pixel art and starting a sort of adventure game.
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Comments
Nice prototype!
Sorry, but its hard to understand what happening when hero very far from camera. Searched for key long time. Maybe switch camera closer to hero ?
Thanks, yes i think create areas for switching camera in bigger room. I understand that can be difficult to see with that resolution, but there are the interaction icon in the top left on the screen that can help. You have use the word “searched” and that exactly one of the base of this kind of game, it’s normal (and nobody mentionned it but a menu with map can be added).
PS1 vibes :) Nice foundations for further development on this prototype!
The camera and character control felt quite intuitive. Like you said there are some object visibility issues, but maybe more spots for static cameras in certain rooms could fix that (or a higher resolution, of course).
I would've liked some feedback for interactive objects similarly to the eye icon in the corner (e.g. for the key pickup and the device on the wall in that computer room).
I liked that different rooms have different reverb effects on the audio, it really adds to the atmosphere and makes you feel more immersed.
Keep up the good work!
Thanks for your comment ! Yes this can be a solid base for bigger project, i didn’t have lot of time during the two week (with my daily job) to implement a reel scenari and event, so i have focus on technical things (camera, some 3D element etc…). (An higher resolution is already implemented if you find the button but shhhh it’s a secret !)
The game definitely feels unsettling. The game is actually quite short but took me a while because the doors looked very similar so it was hard to tell where I had been. A short experience with potential for expansion.
Thanks ! Yes i have begin to implement different color for the doors and more description (but i was out of time in jam duration so this is not finish).
It has really the feel of old PS1 horror games. The rooms felt a little bit too spacious and empty but I think it’s a good start for a game :)
Thanks ! Yes definitively survival horror games of the 32 bit era was my inspiration but not only, looking Flower, Sun, and Rain i have some idea (and Suda is amazing). To manage with that resolution i’ve made medium size rooms with a minimal details in because else it”s difficult to understand visualy.
The art works really well despite the resolution, very charming.
Thanks that was my fear, make a 3D readable game with that resolution, using different view and minimum details, i think it’s ok !
An intriguing framework that functions quite nicely and is fairly readable in spite of the challenges of using 3d graphics at such a resolution. I enjoyed it, but was unable to get very far in to the game (found the red keycard and opened the door, but couldn't do anything after). I would love to see this project or a similar one expanded in the future.
Thanks, i’m sorry for this. There is an object to interact in the control room, It was not really visible because i had not finish the 3D model at time but you can use it to unlock the hall’s door and continue. This is a screen of the actual version (i don’t update in rating duration).
That's was short but this one has potential, and i like the artstyle ! Nice job.
Thanks, i think too !