The tank controls felt wrong for the top down perspective, and I'm someone who normally likes tank controls. I felt a little lost and directionless on the player's goal in general. It was fun shooting the ghosts and the light/dark mechanic did work surprisingly well for the game. It was a nice touch with the light above the hallways when the game was dark.
Play experiment
QuantumNightmare's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #65 | 3.364 | 3.364 |
Horror | #136 | 3.000 | 3.000 |
Enjoyment (Best Game) | #159 | 3.000 | 3.000 |
Sound Design | #176 | 2.909 | 2.909 |
Aesthetics | #214 | 3.091 | 3.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Hey, not bad! Limiting the field of view is certainly a good way to increase tension. Usually I'm not a fan of tank controls, but they worked in this game.
One question though- were the bullets supposed to go through the walls?
Hey Nulide!
Very cool little game you have here! I can't wait to see what you do with it once the game jam is over.
A couple notes after playing a few times:
- The sound is a bit wonky at the moment. All of the player sounds, monster sounds and other things are panned hard left which is super distracting. Just put those in the center and that should be good :) If it clashes with the music, which I am guessing it might, just turn the music down. It gets really loud as time goes on and it could definitely stay at a lower volume level while still distorting -- just gotta use some sort of saturator/distortion over time and then send that into a limiter so it stays at a consistent level
- It took me a minute to get used to the tank controls, but once I got used to them it was fine. Definitely give people more time to explore the lore and get used to the controls before the monsters start spawning. I died the first time just because I didn't realize I had to go pick up the flashlight and kept bumping into walls trying to get used to the controls.
What I liked:
- The randomness of the rooms is really cool! I love how it ties in with the theme of the game as well. Definitely allows for some really cool stuff. Once the monsters started spawning though I wasn't able to look at any of the lore cause I was stressing out trying to get pickups haha
- The music track is really great! Super creepy and also kind of fits the theme of like quantum instability -- this uncertain, staccato track that gradually becomes more and more unstable as time goes on. Loved it!
- THE LORE! I love that you scattered all this stuff around the rooms the player could interact with and come to a better understanding of the world they are in. Super cool stuff and I would love to see more and have more time to actually read it all.
Nice little sparing of lore blurbs, and the ending was pretty funny, lmao.
Tank controls were an interesting choice, but I think they were fine for something like this.
Got just a tad long at the end is my only criticism really.
As a side note, did notice some bones spawned outside the game space which was interesting.
Good submission!
I liked the lore scattered around and thought it related well to the gameplay. Nice sprites with a cohesive style. Personally wasn't a fan of the tank controls and found it difficult to aim/navigate though I assume that was intentional based on the horror theme.
nice and simple idea, with a good execution. Personally I don't like this type of movement, but in this case it wasn't annoying at all. Good music! gg.
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