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A jam submission

GODPESTView game page

CONSUME ALL
Submitted by lower third (@lowerthirdgames) — 58 minutes, 43 seconds before the deadline
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GODPEST's itch.io page

Judge feedback

Judge feedback is anonymous.

  • The game was very intuitive. I enjoyed the splash text for the "levels." The game seemed like a horrorscape and felt that way as well. The audio fits the theme and adds to the ambience. Controls were very good and intuitive. The sneak didn't quite seem to work at times but that may just be myself not understanding how the fear works.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/195Tji4ENzY3Bv5oElpKQtgLfNbOX-YEYu3j3wdJ1YDw/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
GODPEST is an arena-shooter type game that is about observing and manipulating the behavior of large flocks of creatures to consume them to gain power.

WASD - move
Shift - sprint
C - sneak
Hold RMB - Gather
LMB - Feast
M - FPS overlay

Please explain how your game fits the theme:
Gameplay - You directly kill and manipulate the creatures around you.
Aesthetic - You are a foreign entity invading a walled-garden world seeking to devour everything in it. You don’t use any tools to aid you. You are the threat. You are the parasite ruining this tranquil place. You leave empty husks of creatures who you have consumed behind in your wake.

Is there anything you'd like the judges to pay particular attention to?
The complexity of the creature behavior and the map :)

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Comments

Submitted(+1)

Congrats for finishing the jam!

I feel like if I could summarize this game in one word it would be "art". The visual design of this game and the sound design is very well done. It's also short and sweet. The game gave me big Mouthwashing/Horror vibes and the tutorial implementation is well done.

I didn't find the creature behaviour/movement particularly obvious. It felt like they were standing in one place for the most part. I lost multiple times just by simply moving too fast into an enemy. Not entirely sure if that was the goal for the experience or not.  I also didn't feel the need to sneak but that's likely a me problem.

Even though the map was flat as designed, it was nice that it had some elevation changes which made it easier to see the flocks. 

I would've like to have a "number of flocks eaten" score at the end and I wonder if it is possible to consume everything? I think the UI circle in the center could've been a bit larger.

Great job!

Submitted (1 edit) (+1)

Thanks for submitting your game to the stream if you wanted to look at it again in the future heres the vod timestamped to your game (if it doesn't work your game starts at 1:07:04)


Submitted(+1)

Wow, what a crazy game. I like the weird twist on a horror vibe where you’re the scary creature, somehow it’s still pretty horrifying. The strange pillar megastructures make for a very eerie touch.

Developer

Thank you it's nice to hear someone mention the pillars specifically, I'm happy with them as well :)

Submitted(+1)

Couldn’t stop playing this game. I like the visuals, and the vibe a lot. By far my favourite among the submissions in this jam! Well done! Very interested to see this further expanded upon.

Submitted(+1)

I like this a lot. Like you've said above, the creature behaviour really is very cool. I like how they flock about. Would be interested to hear a bit more of a breakdown of the logic behind it.

Its got a bit of a Devil Daggers vibe? But maybe thats just me not managing to avoid the things very well.

Feels like theres  lot of room for further expansion on this! Really interested to see where it could go.

Developer (3 edits) (+1)

There's some background info in the GDD but its basically a compute shader that does:

  • A combination of boids and slime simulation for base behavior
    • Boids
      • Separation - steer away from close neighbors
      • Alignment - steer in the average direction of neighbors
      • Cohesion - steer towards the average location of neighbors
    • Slime
      • Leave a trail that trails and diffuses over time in a texture
      • Sample the trail in front in forward left and right directions to steer towards where the texture is brightest
  • They disperse a fear pheromone that uses the same slime simulation (they sample the texture in front of them and steer away rather than towards the brightest direction). They also pick up fear when they see it, making them place down more fear pheromone.
  • I added a system to draw obstacles into a texture that the creatures can also sample to steer to avoid obstacles (the big pillars in the game)
  • They avoid the player and increase speed based on the game progression, if the player is sprinting, how much fear they have etc
  • They avoid the bounds (just check the square distance from the centre is smaller than the world width / 2 (fancy way saying in a circle lol)

Those textures they use for the simulation are also colored and layered together for the map.

Thanks for the kind words, I actually had a ton of cool ideas to try to make the enemies more varied, the movement more interesting, controlling the creatures more (forcing them to group together by patroling the edge of the map and then sneaking in to kill a huge group in the middle with like a freeze ability) etc. Devil Daggers was definitely an inspiration but its an interesting inversion where you are trying to kill these creatures not the enemies and they just make it more challenging as you try to keep an eye on what all of them are doing.

Bonus meme - all the settings for the game simulation I ended up having:


Submitted(+1)

Really good stylistic game. simple and interesting gameplay loop. the additions to your kit as you progress add a lot.