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Whale Bones's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound Design | #9 | 4.091 | 4.091 |
Story | #16 | 3.909 | 3.909 |
Aesthetics | #18 | 4.455 | 4.455 |
Horror | #59 | 3.455 | 3.455 |
Enjoyment (Best Game) | #65 | 3.545 | 3.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you allow SCREAM ZONE to promote your game via social media?
Yes
Which engine did you use to create this game?
Unity 2022*
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Comments
The settings menu having the fill be black confused the hell out of me at first, I thought you were sliding from right to left instead of the left to right.
The text scroll was a bit slow. I know you can skip it but generally I prefer it when it simply prints out at about the speed I'm going to read it at (a bit faster really). According to google, the average reader processes about 200 words per minute and the average word is about 5 letters long. This is all in reference to the opening btw, the ingame dialogue was fine.
The UX is over all very nice. The UI feels good to move, the sounds it makes when you press it fix perfectly. The ingame waypoints look really neat. The movement and interaction controls feel good too.
The dialogue was funny. The character had personality to them and I enjoy the slowing down or speed up to emphasize things. The sound that plays as the text appears also sounds nice; not to loud, but still audible.
The little homey stuff I had to do was nice. The waypoint didn't feel intrusive and the mini tasks I had to do felt satisfying.
The robot voice sounded cool. Reminded me of the robot voice from the jet from the Incredibles, lol.
The dynamic day night was cool. I knew it was getting dark but didn't even realize how synced it was with events until the character literally mentioned it getting dark; which was fine to do, btw.
The art was fantastic looking. Really gorgeous for this retro style. Also, the glass looked really good. There were so many SFX it was really nice to have. Some of the jump sounds seemed to get cut off a bit but other than that the SFX were perfect.
Also, apparently I'm Jesus because I can walk on water, lol.
The music was great. I didn't even fully realize it was there initially. That is I realized I was vibin' to it before I realized it was even there.
Small nitpick but shadows should have been disabled on objects I'm holding so I don't see their shadows floating.
I had no clue where to go for the soil sample for several minutes. I just happened upon the dirt mound and once in range it was highlighted for me.
Thinking about it now, the background was impressive for a game jam game. The water tower and the clouds and the dense forest going up a hill, the birds flying by. The background looked interesting and made things feel very grounded.
Also the light-switch in the cabin was very satisfying to press.
The invisible walls were a bit unpleasant. I would have much preferred natural barriers such as rocks or hills, etc. Diagonal movement seemed to be faster.
The stormy sequence was fantastic. I liked the rain drops in the dark hitting the ground, they made the dark moments between blinks less hard to look at. The sound design was very scary. Calling dispatch, I liked how the 1 for danger was setup Chekhov's gun style the previous day. It was cool that the lights didn't automatically turn on, I remembered about the switch and looked for it and turned it on after waking up in a panic. Also, the lighting had me desperately looking around to see if anything was coming at me.
Going to bed so quickly after getting up the second time around was a bit weird. The first time felt fine because I didn't know how long I had been up before the game started. That being said the going to sleep just to wake up with some issue motif was cool.
I take it you ran out of time for the latter half of the game. If I assume the text adventure that followed was a pitch for what could have been provided you had more time, then let me just say its crying shame you didn't get that time. Still it's amazing what you made in 1 week with predominantly 3-4 people.
Great game. Great submission.
I didn't see the ending coming, and must say, I think I liked the silent text walls, I mean I think I liked them more than the uncomprehensive horrific screaming but that's unfair comparison. But definitely great atmosphere, with the world full of ambience noises and even the peaceful beautiful small song. It was a beach I somewhat wishes to just stand in and take it in, but alas, the horrific screaming really made me want to never open that door. Great job on this!
Very good game and very well written too. It kept me tense for the most part of the game.
Excellent submission!
I loved the atmosphere and art ! It's very sweet. I want to have a cabin on the beach now...
Loved the ambience and the visuals!
Great graphics and love the vibe of the game!
The transition to lots of onscreen text was a but jarring and the ending felt a bit abrupt.
Really appreciated the waypoints but it would have been nice to have onscreen goals as well.
Really cool direction you took, would definitely be interested to see this developed further. Nice job!
This story captivate me a lot. I like the mystery and tension. Like also the last "choose your adventure" bit. Very well done in creating such a compelling horror experience.
Очень крутой визуал, но оооочень много текста И с производительностью тоже что-то не то - у меня в 20 фпс игра работала(
А так прикольно, атмосферненько вышло. Понравилось когда в конце игра перешла в текстовый квест, но опять же текста можно было и поменьше)
Honestly, one of the best games of the jam. Loved it. Loved the atmosphere and the story. But I was a bit taken back by the ending...really think it shouldn't just be a wall of text - kind of spoilt it a bit. I completely understand there might have been time constraints so it would be cool to see if get updated with a proper ending if possible.
Overall, really fun game!
Really polished and cool! Great work!
yoo!
Really really liked the global tone, the visuals, the sounds, the writing and overall the atmosphere. Very efficient, in many ways ! However i'd say the end shall be showed in the game instead of just writen on the screen. So i'll be really interested in seeing this game developed in a little longer experience showing that.