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Ergosphere's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #68 | 2.882 | 3.000 |
Story | #89 | 1.681 | 1.750 |
Enjoyment (Best Game) | #102 | 2.002 | 2.083 |
Horror | #103 | 1.841 | 1.917 |
Sound Design | #111 | 1.922 | 2.000 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Good job making your game! Would be interested to see where you wanted to take this if you had more time in a future release :)
Thank you!
Yes, the game was cut in half, then half more and then half more. It has very few features of the original idea... :D
Happens with time constraints :p let's see where it goes
the atmosphere is really well done, the graphics and concept is amazing
Thank you very much!
I made it to the end! :)
The game could use a tutorial, because it took me a few minutes to figure out that you can fight back, but maybe that's only me :D
Also, the door colliders need some work on them, as they were hard to navigate through. Since the panel colliders worked fine, I think it's just a matter of resizing - you could also make the alarm a bit quieter hahah
Concept is cool, as I did not expect a sci-fi entry. For some reason the aesthetics remind me of Dead Space. I also liked the fact there were pickups! I'd definetely play a refined version. Try experimenting with different enemies, pickups, puzzles, floors - but first implement some LODs since the assets are quite heavy. And fix the door colliders! :D
Anyway, interesting entry! Keep it up!
Thank you for the comment!
Yes, you are right. The game could use a tutorial, and a big remake of the user interface, also! :D It will need also new sounds, a setting panel to adjust them, and a lot of other things I am sure will pop up if/when I will try to re-work on it. You are right, perhaps it is only a matter to resize the collider. I did them really fast so I could submit the game, and I really didn't test them as I should. I would really like to do a game with a lot of pick ups, puzzles (I love them!), floors and enemies. I would really like to do it in a "Haunted House" more than a spaceship, because if you like the horror genre, I think it is perhaps "an obligation" to do one of those. Even so, the original idea of this game (not the one I had time to implement) is really a lot more complex, with more enemies and levels, so I will keep it in mind to expand when I have had more experience.
Thank you for playing!
assets are heavy, work more on Lods. or use nanites if you're working with unreal.
Thank you for the commend!
You are right. I focused on the programming part of the game, so the assets were all free from MarketPlace. The problem was that they didn't support Nanite because they used masked materials, and I couldn't change Unreal version to 5.1 in the middle of the jam (my error to not begin working with that version). I also didn't have time to work on the LOD's and my partner (the one who made that fantastic map) could only work a couple of days on it. If I expand it (I don't really know if I will), I will be making the assets in Blender, so they will be a lot less heavy.
There's not much I can add that others haven't pointed out but I like the concept and HQ look to the game. I'm a stickler for the photoreal stuff.
Thank you very much for your comment! I have to say that the photoreal look is only because I used free packets, and those were realistic. I really prefer some more "cartonish" if I can choose but, even so, I really want to try meta-human next time, and face animation.
Thatโs something Iโve been wanting to try too. Suppose thereโs always ScreamJam2023 coming up.
This game had a hefty file size for what it was. It ran well for me and I didn't run into any performance issues. The first problem I encountered, though, was the collision detection when it comes to interacting with objects. For instance, the interaction prompt appears but you have to move much much closer to the doors to open them. It led to me thinking some doors were just uninteractable even though they were.
Another thing that felt uncomfortable was the combat. Swinging your weapon locked you in place during the swing and a bit of time after, so it led to just trading hits with the enemy with no way to avoid damage. Nevertheless, I managed to complete the game and find all the switches that needed to be flicked to green.
(Pressing the QUIT button at the end doesn't work, so I had to alt+f4)
With all that said, I like ambitious entries in game jams like this. With a bit more time I'm sure you could've made this a more solid and fun experience. Congrats on submitting :)
Thank you very much for your comment!
Yes, the doors don't work well, I have to see how solve it. And the Quit button doesn't work (I don't know why, I will try to make it work next week). The combat part was an experiment from my part. I had never done a melee, always going for a shooting one, so I really didn't know what I was doing. Now, I see what I need to add to it. Thank you!
I got lost. A lot. I couldn't figure it out. had a hard time opening doors. I felt less afraid because of the fighting. why must the robots be killed death to humans
Thank you for your comment!
Yes, I didn't have time to implement the story. The original idea was an accident for going near a black-hole, and the robots killing humans because the enterprise didn't want to pay for that error. But I did have to reduce it A LOT for the time I had. I miscalculate the work for it.
XD don't feel bad I completely cut my story out too
Alright, 2GB(!!) later I got as far as turning 4 red panels green and beating 2 dudes without realizing i could pick up the pipe in the first room. Not sure where I could go after that?
Some pain points:
I would like to see a game with programmers art next time! Gamedev got soooo much more fun after I found Imphenzia on youtube and his lowpoly palette style in blelnder. :D I like it if the assets are on the same level as the design and implementation of the game. For me, AAA assets raises the expectations on the game in general. Also, having a 100mb game is preferrable compared to 2gb. Many will probably just skip a jam game of that size I'm afraid.
Lots of cool effects and polish in certain areas of the game! I like the swishing trace of the attacks. It could probably be combined with very fast animations to make it stand out more, interesting!
Well done on completing the game, although I never saw the end :)
Thank you very much for your comment!
You are right about all the points. I didn't have time to test the game, so I am sure it is full of bugs. It is strange that there were problems opening the doors, the collider for the X was the same, I will look into it. About X, I thought to change it to the right mouse button, but didn't have the time to do it (I used the new input enhanced system and C++). Yes, I didn't like the alarm, either, I will search more sounds and music and change it. I didn't have time to change the material for the pick ups, so I put a simple particle emitter, but between the other particles of the map, it doesn't do it job correctly. The original idea was for a big room at the end where it would be the fighting, but again we didn't have time to implement it. Exit doesn't work? Ups! I will fix that when the jam finishes. :D
Yes, normally, I use blender to do the assets, but this time I wanted to try my hand with C++, so I took all Unreal free assets I found. And those are normally AAA. It has been a very good experience and I have learned a lot!
Thank you again for the long comment! It is spot on and it really helps to improve the game.
Ah, I never got to using C++ in UE4 back in the days. And blueprints were hard to get sometimes. Sounds like a good choice to go with 3rd party stuff and focus on one new thing for a jam, i like that idea.
No playtesting?! :โ -โ D
It is good to see other Unreal submissions here!
Do you plan to continue working on the project? Adding a story and more levels? It would be great if you do!
Thanks! It was more of a learning experience than a though game story. Perhaps I will expand it, the original idea was a lot more complex than that.