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Arctic Anomaly: Mimisbrunnr Delta's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #261 | 2.143 | 2.143 |
Aesthetics | #277 | 2.714 | 2.714 |
Sound Design | #313 | 2.143 | 2.143 |
Horror | #349 | 1.857 | 1.857 |
Enjoyment (Best Game) | #365 | 1.857 | 1.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice atmosphere, nice story work. A bit empty on the rooms and too bright for a horror game :)
Thank you! Yeah the lighting definitely needs some work.
I really liked this game! it reminds me of an Alien game I played once. It's claustrophobic, even in a wide environment and the tension is always on the air (good background sound too). I think it just need a litle bit of balance since once the monsters see me I rarely can escape. He is faster than me and also the doors take too long to open/close so it's difficult to survive. But it's just a small adjustment, I did enjoy!
Well you got the right vibe we were going for. The monster is pretty difficult to escape right now unless you are in a place with a lot of corners. We want to improve it later but his ai for now is very simple. Im glad you enjoyed!
Nice concept. The atmosphere is great, you always feel followed. I guess you took a lot of inspiration from alien? Hope you can expand on the idea a little bit longer to make it a full game, like using vents to escape from threats, making loud noises is a nogo and such things.
I also think its nice to put in clues on the story, makes it worth while to explore, atm its a little bit tedious due to everything looking the same. But overall great job
Dude that is such a good guess! I really liked alien and wanted something similar to it. I appreciate the tips, we do want to update this game once we are allowed to again, we had plans for letting you hide inside some rooms and alternate paths which are safer from the monster.
We have quite a few logs written out as to what happened by our story designer, but they just didn't make it into the game with how rushed it was.
Thanks for all the kind words!
Okay, honest feedback here, our game obviously has it's own flaws but this was a very improvable experience.
I spent 20 minutes of my life finding boxes in giant empty spaces, no difficulty other than losing myself in the place due to a lack of landmarks, there was that map but it was really difficult to decipher, It felt very frustrating not finding the last item as it was the only one left to pick up. I decided to go out since there was nothing else to do and started roaming the exterior until I saw a janky figure coming my way, it was more silly than scary, the sound design was 2 -3 sounds looped so I will skip that.
In conclusion I think that the base approach of the game was very ambitious for the team to catch up, it gave a good "The cube" vibe tho.
You can be as brutal as you want, i appreciate the feedback. Below is a bit of an explanation if you're curious of how everything went.
We knew that there were issues with the map as we had them in our original paper prototypes that we made on day one and no revisions were made to the design. Unfortunately, all of my own focus was put into making the game mechanics since I wanted to learn c++.
I definitely couldve handled it better and put some emphasis to the team member responsible for it to change it. The creation of the map itself took a day which was more than expected so they ended up never getting to props.
Now to my own mistake, i worded the description of the objective wrong. I should've just said find all the items to win to keep it simple but I noticed in one of the playtests after launch that it confused them.
The enemy was also a bit of a last minute blunder. We wanted to make use of a really nice model but importing into unreal presented a host of issues and broken animations, during the last hours of deadline i just grabbed whatever i could off of mixamo and made it work.
Thanks again for the feedback, we are working on a new build with everything fixed once we are allowed to get it uploaded.
The intention is not to be brutal but honest, the concept is good, the bad thing is the execution and the scope for the project.
In our game most people can't exit the first room because of the safe puzzle being too abstract, we are aware of that and we can iterate upon what we have done but only because the level design and game design was made with 2 weeks of anticipation to the start date of the jam and the scope was big and small enough to fit a 14 people team developing the project.
What I've learned in prior projects with smaller teams is to try to narrow down to the essential mechanics and to use the narration/story/lore as a context or glue to stick all the other things together but not the foundations of the game unless the game is a visual novel or a game extremely narrative-oriented. The project has to be adapted to what the team can do, not the other way around.
Amazing atmosphere you've created. The empty rooms gave me a sort of "Stanley Parable" vibe, and it was really enjoyable. Good stuff :D
Haha thanks! Definitely not the intended effect but glad that you at least enjoyed it :D
The graphics are definitely impressive! I agree that a little more could be done to make rooms recognizable and help the player from getting lost. The iPad logs were pretty charming.
Yeah, we definitely couldve done with 1 more day to do the scene setup. It's a shame but so it goes with jams. Don't tell the story writer but i messed up and had a duplicate log where there was supposed to be more hints. Thanks for playing!
Really nice atmosphere and environment, monster was pretty cool.
Thanks! :D
cool! definitly got pretty tired of all the empty rooms - not sure if ya'll spent all your time modeling and weren't able to decorate, but it feels a bit lifeless, pardon the pun. The monster was cool, but not that scary lol. gj for a first time with a new engine tho!
Thanks for the feedback! We didn't model anything but did spend about a day on creating the rooms, more was planned to liven it up but we never got to it in time. The new engine certainly brought a lot of difficulty in the first few days but it was still very valuable to us to do so.