It's really well made. Loved it. Would you be open to releasing the source code for this? I know this isn't Ludum Dare, but thought it was worth asking. I'm interested in how a few things were done and could learn from source, even if it isn't pretty (most jam code is unpretty). I especially thought the cinematic camera control was too notch (Timeline?)
Play game
Terry's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 4.368 | 4.368 |
Overall | #2 | 4.195 | 4.195 |
Aesthetic | #3 | 4.500 | 4.500 |
Innovation/Design | #6 | 4.053 | 4.053 |
Theme/Lore Reference | #7 | 4.079 | 4.079 |
Fun | #9 | 3.974 | 3.974 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you incorporate the theme and lore?
The theme is breaking a simulation to escape an endless loop. The lore is the description of the artifact in the center of the game story.
Comments
Thank you so much for playing and for your interest! 🙏🏻 Yes, there are a few systems in the code I am really proud of and then there's a few systems that stink "jam-code" in the most foul possible way. 😂
I hadn't seen timeline, but will look it up! The cutscenes are simply an animated camera. :)
I'm not sure I want to make the repo all public, but you are very welcome to walk in and have a look around, toss me a GHusername and I'll give you access. ^^
Wow, you really went all out for the game jam. I love the groundhog day take on the theme. I got jumpscared by a clock, i dont know why? Great game, I can't think of areas that went wrong, thats how spectacular it was, from the dialogue camera movement to the wonderful graphics and sound design!
This was super cool and a really clever use of the theme! The atmosphere was cool and spooky and I loved the story. It was so much fun to discover! One minor nitpick I have related to the story, from exploring around in the loop before I got killed for the first time, actually found the matches and clock key before I knew how they were relevant. The matches were fine, as I didn't know their use until I needed them, but it was a little annoying to be able to examine the clock key but not pick it up, which was my first instinct and kind of broke the flow of the game for me as it became kind of obvious what the twist/solution was at that point. I think it'd be good to just hide it and have it only appear once you can use it the same way that the bedroom key does. It might make it more likely that players would experience the death loop looking around again for it, as I didn't since I just made a beeline for the solution after I died once. But that's a small thing that I think would just further elevate what you already have.
On the technical side, I definitely appreciated getting to change the mouse sensitivity, but because I was just clicking it up and down with no UI it was a little hard to dial it in just right. Also even with it relatively low, if I moved the mouse too fast my vision would snap to the floor or celling, not sure what that was about. (although tbf I was playing the webgl build so that could be part of the jank with that.)
Overall though, you should be really proud of this one! Congrats on making such a cool game!
Hi! Thank you very much for your thoughts! We will bear this in mind, it's actually something we already have made a notation of. We went sort of that way by hiding the desk key in the bottle, but yes, perhaps it was a bit to obvious that it was a story item, and therefore mainly annoying you wouldn't be able to pick it up.
Yeah, the mouse have its issues on unitys web. We learned it the hard way during our last jam, that sensitivity option was mandatory when building for web. For some reason, it's multiplied by about 4 or something on the webgl. 🤷♂️ The snapping thing is something I've reacted to as well, in this game, but I haven't seen it in the standalone builds, so it's probably a web-gl thing to. I need to try to find some solution for that in a post-jam update and future projects. :)
Thank you very much for playing and your time to give us your thoughts! <3
This was super cool and a really clever use of the theme! The atmosphere was cool and spooky and I loved the story. It was so much fun to discover! One minor nitpick I have related to the story, from exploring around in the loop before I got killed for the first time, actually found the matches and clock key before I knew how they were relevant. The matches were fine, as I didn't know their use until I needed them, but it was a little annoying to be able to examine the clock key but not pick it up, which was my first instinct and kind of broke the flow of the game for me as it became kind of obvious what the twist/solution was at that point. I think it'd be good to just hide it and have it only appear once you can use it the same way that the bedroom key does. It might make it more likely that players would experience the death loop looking around again for it, as I didn't since I just made a beeline for the solution after I died once. But that's a small thing that I think would just further elevate what you already have.
On the technical side, I definitely appreciated getting to change the mouse sensitivity, but because I was just clicking it up and down with no UI it was a little hard to dial it in just right. Also even with it relatively low, if I moved the mouse too fast my vision would snap to the floor or celling, not sure what that was about. (although tbf I was playing the webgl build so that could be part of the jank with that.)
Overall though, you should be really proud of this one! Congrats on making such a cool game!
The game is awesome once you understand what you have to do(it took me a while, I'm not a great detective) . The art fits perfectly with the game itself, and the story is 10/10. Right now, this is my favourite game, so good job! :D
p.s. The fact that you can interact with almost every object is awesome! (there was a moment when I spammed evey book from the study room to find the jurnal)
I love the game!! First I though this game is horror game but It was great
Best looking game I've played so far. I was engaged with the story as well!
Really cool game ! I'm surprised to see a good narrative game in a gamejam ! Really cool ambience and theme, I feel the twist was a bit obvious, but I guess it's hard to build up to it in such a short amount of time. The mouse sensitivity option was very welcomed.
Great game.
Man what a game! The asthetic and atmosphere is just insanely well done. I was at the edge of my seat while playing this, and also i don't know how you did it, but i had a very unsetteling feeling most of the time (in a good way). Well done!
Totally loved the game, but i could not figure out how to survive.
Great game. I loved the atmosphere. There were certain objects in the environment I had hoped would play a role in the story. It took me forever to find the clues but it was satisfying when I figured it out. I liked the twist.
Man I could not figure out what to do to save my life. Kept dying over and over. Very well made though, can't fault anyone but myself. Great game!
Love the aesthetic and how narrative this game is! Sadly I could only play in a browser (I use Linux) and it was a bit choppy, but definitely has soul to it.
The game is beautiful and it is pretty well optimized (it was my first 3D game for this jam so mine is a bit laggy on the web).
Sadly I couldn’t end it. Didn’t find a way to light the fireplace, and I think that’s what you need to do? Not sure.
If you give me a hint I’ll try again :)
Thank you for playing and for your nice comment! <3 I wish I could take credit for the optimization thing, but I think we were mostly just lucky and unity just kind. We actually believed we wouldn't be able to have it on web but was happily surprised!
Hint for you: look carefully around the shards from the broken bottle. :) Hopefully that helps a bit. ^^
Absolutely loved the presentation! Great art style and feeling. Love what you did here. I had to stop playing unfortunately because when I picked up the journal I couldn't exit it.
Thanks for making this game, it was very immersive in my gameplay experience. The art and audio really sold me in with how cozy it looks. The story was also very nice as it was a mystery of a passing and solving the mystery was satisfying. I will say that the look sensitivity was very annoying to work with, as in my first playthrough I had to restart due to the sensitivity not changing from high and my controls being inverted somehow. With the sensitivity in mind, the repetition on looking around had me lose a bit of engagement towards the story. However, I finished it and I liked the concept of the game a lot, awesome work!
Thank you so much for your comment! :D And we're very happy you both enjoyed and managed to solve it. It gives the hours, and the tears associated with developing this worth it. <3 And ah yes, the mouse sensitivity issue. We learned the hard way in our last jam that the sensitivity in unity web-build is, for some weird reason, like x4 the sensitivity in standalone. So this time I implemented some sort of way to adjust it, only to realise I forgot to give it a minimum, so you're able to decrease the sensitivity to a minus-value. It's always something, haha!
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