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A jam submission

FlypostView game page

Hmm yes today I think I will place a sticker outside. Doubleplusgood!
Submitted by 11BelowStudio, Virety Rammithel, DELTA100 — 10 hours, 17 minutes before the deadline
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Results

CriteriaRankScore*Raw Score
Overall#73.7013.701
Modifier#73.8753.875
Sound#83.8753.875
Overall Good#93.6253.625
Gameplay#113.6673.667
Graphics#173.6673.667
Overall Bad#293.5003.500

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have implemented the modifier, how have you done so?
**PLEASE USE THE DOWNLOADABLE BUILDS INSTEAD OF THE WEB BUILD. THANK YOU.**

This game has some doubleplusgood audio malarkey (some dynamic music, interesting audio effects, immersive ambience, decent voice acting, horrible voice acting, Percival, sentence mixing, a kazoo quartet, a vocal quartet, etc), which should hopefully serve to intensify the experience appropriately.

I will not divulge any further details, and ask you to experience it for yourself :3

Any additional information for voters?
**PLEASE USE THE DOWNLOADABLE BUILDS INSTEAD OF THE WEB BUILD. THANK YOU.**

Best experienced with headphones and a vague familiarity with 1984.

This was also my first attempt at using Godot for anything, and I'd say it went decently well in spite of my inexperience with it. Granted, haven't quite managed to get out a decent enough web build, but the Windows and Linux builds should suffice.

This game also may or may not be inspired by real experiences.

PLEASE NOTE: There may be a small issue where the audio may sometimes cut out (no idea why, haven't been able to replicate it on my end). Reloading the current level should bring the audio back.

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Comments

Host(+2)

Really loved this!  Glad to see Percival alive and somewhat well, Voice acting in general was on point and the sound effects were excellent. 

And do I need to even mention the Kazoos?! Happy to see them make a return!

Game models and art looked great. The mix of voxel-based model  for the town, low poly models for the robots, and comic sans makes for a weird yet strangely cohesive aesthetic!

I did come up with a few issues. Firstly I somehow got softlocked between the door and the wall in my room and had to restart the game 🙈 

I also faced an issue with audio (which it looks like some people have also reported). For me, it happened immediately after I placed the sticker, and would cut out completely until I either died or got through the door.  It  occurred every time after I placed the first sticker  (so it wouldn't cut out in the first level unless I died, but would always happen in the second. I was using the Windows Desktop build. Luckily this was absolutely fine in the web build! 🎉

The atmosphere of this game was very tense, probably similar to the levels of anxiety I would face putting a sticker somewhere in real life 😳 The slightly dystopian, yet weirdly humorous vibes of it all worked really well for me.

This game was fun, fairly short, and had a lot of SBIG in it!   Big well done!

Submitted(+2)

I've never felt so anxious in a SBIG game before.

This was fun, from the voiceover in the players room, to the kinda cinematic intro with the name appearing during the hallway walk. And man the increasing heartrate while approaching the doors and statues was funny and intense!

For a first time godot dev I think this worked really well, or at least it's better than mine was lol.

Good work!

Submitted(+1)

i done got crimecaught in my own houseroom :(
-- Epsilon

Submitted(+1)

unique minigame concept! quick and efficient pacing and the theme suits! nice ambience.

enjoyed sitting in the room listening to percival speak at the speed of an auctioneer, that's a quick tongue!

Submitted (1 edit) (+1)

Great concept and sound design; especially liked player's room with the voices. Gets really hectic at times in a nice way and the whole atmosphere is really surreal.

Submitted(+1)

The sounds are amazing! The jumpscare really got me even though I read the comments that said there is a jumpscare. However on the downloadable version the second level didn't work properly after I put the sticker on the music didn't start and I think the exit didn't spawn, worked fine in the browser version though.

Developer (2 edits) (+1)

The sounds are amazing! The jumpscare really got me even though I read the comments that said there is a jumpscare.

woop!

the music didn’t start and I think the exit didn’t spawn

The dynamic music doesn’t start upon placing the sticker. The dynamic music plays when Something Else is actively happening (with the intensity of the music depending on Something Else as well).

Also, the exit is always in the location it’s normally in within the second level (however, there are invisible walls around the starting area which go away upon placing the sticker).

(anywho the reason why I don’t want people playing the browser version is because the godot compatibility renderer makes it look like ass, unlike the forward+ renderer which is only supported on desktop builds)

Submitted(+1)
the exit is always in the location

Well it is very possible that it was just a skill issue on my side lol

Developer(+1)

lol

tbf it is kinda my fault for not really communicating the location of the exit to the player - but then again, I was honestly a bit stumped as to how to communicate it to the player.

(I was considering starting the level with the player at the exit, then walking to the statue to place the sticker - but then there would be the issue of ‘how would the player find the statue’ and potential tedium of retracing one’s steps to the statue to re-place the sticker after getting caught. I also didn’t want to add a full-on HUD to the game, as that wouldn’t have really worked in context.)

Submitted(+1)

I think it is fine the way it is, I kind of went in circles and lost the sense of where I've been and where I haven't been, maybe a sound clue could be useful near the door so the player knows when they are onto something but still doesn't make it too obvious.

Developer(+1)

welp, I’ve just made a minor update to the game to address that issue

Submitted(+1)

Masterclass soundtrack, I must say. And getting chased through the levels was genuinely very tense and fun!

Also that jump scare at the end was glorious. 

Submitted(+1)

I swear the second level is non-Euclidean because I tried it three times and got hopelessly lost every time. I'm not sure if that's the intended end of the game, but it does work well enough. It definitely has Stanley Parable vibes, intentionally or otherwise, in addition to 1984 and cyberpunk tones. The jumpscares are simple, but remarkably effective. Finally, I must say that for a first project in Godot, and for a one week jam no less, this is pretty impressive in scope.

Developer (1 edit)

The second level isn’t non-euclidean (I have no idea how to go about doing that, especially when navmesh agents are involved) and there is an exit door (but, granted, I wasn’t entirely sure of an effective way of communicating the location of it to the player - all I’ll say on the matter for now is that it’s in a somewhat dangerous location to get to. I can give you some pointers on what to do if you want to actually experience the ending for yourself).

There is an actual ending to the game as well (but, again, I won’t spoil that either, as it’s best experienced completely blind).

The Stanley Parable vibes (along with the cyberpunk vibes) weren’t originally part of the plan (unlike the 1984 vibes, which were doubleplusintentioned), but I’d still say that I’m flattered by the comparisons :3

The jumpscares were kinda where I focused with the ‘excessive sound design’. I found myself trying to learn how to use audio filters and such and how to manipulate them programmatically (something I’ve never done before) to generate That Noise (which I initially considered using as like a ‘hyperfocusing on the task of placing the sticker without getting seen but brain feeling a bit overstimulated’ effect), and the voice lines of the Enforcers were all created by sentence-mixing some words I got Virety to say. I didn’t want to go too overboard on the jumpscares (as I wanted the game to still feel very grounded), so I’m glad to hear that the restraint paid off.

The scope of this project was initially going to be a bit larger, with more levels than the amount in the actual game 🙃 - however, I ultimately found myself opting to cut some content because I was struggling to come up with some more lore-friendly and (most importantly) actually engaging level designs which wouldn’t end up feeling like half-baked filler content. I was also planning to let the player design their stickers themselves, but, again, time constraints and not having any idea where to start with bodging that together.

But yeah thanks for playing, and thanks for the feedback :)

Submitted(+1)

That ending startled me so badly...

Developer

doubleplusgood, uncitizen!

Submitted(+1)

I got actually scared by a jumpscare I knew was going to happen the first time I played it and even though it's simple (I mean it's a jam game duh), sneaking around is pretty fun, which is surprising for me to say because I usually don't like stealth games/sections