Ok, I think I spent like 10 minutes just taking in the environment at the very beginning, like it was enchanting. And oh how quick did it turn into a terror when I first walked towards building D. Very well done, the unnerving thing just watching you in the window, the nice and then horrific atmosphere, good stuff. The minigame mechanic was interesting too, could have been utilized more, but to be also honest, I fucking sucked at it, so maybe it was better this way lol.
Great work!
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Corrosion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound Design | #99 | 3.364 | 3.364 |
Enjoyment (Best Game) | #108 | 3.273 | 3.273 |
Horror | #140 | 2.909 | 2.909 |
Story | #170 | 2.636 | 2.636 |
Aesthetics | #240 | 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.
Do you allow SCREAM ZONE to promote your game via social media?
Which engine did you use to create this game?
Unity
Comments
The microgame to identify corrosion is a very nice mechanic. Reminds me of alien isolation!
The graphics are also well put together, and the visual aid to remind the player of the controls are very handy.
I really liked the environment, it had a great color scheme and felt very inviting at the start, but the change in lighting helped bring out the isolated vibes. The visuals (especially outside) are the strongest area this game has going for it in it's current state.
I think the game is mostly lacking in clarity. I feel like the setting and characters were underdeveloped and the pipe scanning mechanic could be explained better to avoid confusion. The subtitles often disappeared quickly and there wasn't really a way to check your objective as far as I could tell, so I had to restart right at the beginning because I didn't read or hear in time what to do after picking up the scanner. I think an interact prompt on the pipes would be great to add.
The corrosion scanning mechanic is a pretty cool idea. I think it needs to provide more feedback for the player though. It mentioned a score of 1 being perfect and whatnot, but I didn't notice where a score was being displayed? It was maybe a little unclear if my scan was acceptable or wasting too much material. It would be cool to see how it would get developed further if this game gets future updates.
Like others have mentioned, the table and shelves do not have collision. I'll also point out that the scale on certain things seems pretty off. The lockers seem tiny and Mark seems giant, towering over the player like we're a child. Oh also I noticed some sideways grass on the walls of building D haha.
Some of the jump scares sound like an electric guitar which I found a little funny. The jump scare in building D where I think boxes get knocked over or something got me though, that one was pretty good! I also found it pretty eerie seeing the monster looking at you from the windows in building D, I liked that. It would be really cool if the head slightly turned to look at you as you walk below it.
I think you did a good job at raising the tension between each task. The interiors felt uncomfortable and outside felt less and less inviting. I liked the plot twist, though I found Mark's death a bit comical. Having to run from the monster was pretty fun. Not sure if you're doomed or can actually escape, but I died and I really liked the ending.
Overall, it was pretty enjoyable :) good job!
Fun to have an actual ending to experience; somewhat rare in game jams. The visuals are lovely, although the door handles had flipped UVs.
Some geometry such as tables and shelves didn't have collision. If I had to take a guess I'd assume no convex colliders were provided for it? I know I've had the issue before of simply using the default collision that can be generated for a mesh. Generally, game engines have to handle concave shapes a bit differently.
The corrosion minigame was very creative, I liked messing around with it. I wish there was a bit more of a negative (or perhaps an obvious negative) for doing a poor job.
The monster was cool. Had that analog horror/uncanny valley feel to it. The sound it made was good as well, very eerie and unnatural feeling.
The mini-quests worked well for this format of game. Stepping outside felt more and more uncomfortable. The twist with the imposter on the radio was neat. And while I don't know if you could actually escape via running, it was a cool touch and a fitting end to such a game.
Fun game. Fantastic submission.
Wow the outdoor atmosphere was done super well and funny enough this game made me feel safe outside more than inside. Amazing!
The game has very different mechanics, but I just can't figure out these mechanics.
"Who do I look like? Barry Allen?"
Loved the outdoor space and feel!
I like the snow ambience and the vibe of the outdoor space. The jump scare really got me, although I think I might have triggered it early because I went to that building first and later on it seemed like I was supposed to go to that building and nothing new happened. Basically I was told to fix the circuit breaker and heat for some buildings, I did the circuit breaker but didn't know what to do about the heat, and when I went to that building there was something visible in the window but nothing else happened inside. The corruption scanner was an interesting mechanic but it was hard to figure out how to use, I think clearer start/end points and some sound effects would help.
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