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A jam submission

Silent ShutterView game page

Submitted by Brenton5055 โ€” 1 day, 9 hours before the deadline
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Silent Shutter's itch.io page

Results

CriteriaRankScore*Raw Score
Horror#632.1112.111
Story#702.0002.000
Enjoyment (Best Game)#861.8891.889
Sound Design#901.7781.778
Aesthetics#1151.5561.556
Creativity#1171.5561.556

Ranked from 9 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

What game engine did you make this project in?

Unity

Any other notes?
First game jam and first horror game really crushed some hard 12hr sessions on this once on account I work a full time job

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Comments

Host(+1)

Public misconduct warning. Please do not insult other games in their comments, regardless of context. If you take issue with other jammers, please reach out on our Discord or via email at mail@screamzone.org.

Developer

Can say anything for being falsely  accused of cheating when i following the rules got it roll over and take the slander. 

Host(+1)

We are investigating all misconduct here, not just your own. If you'd like to discuss further, please reach out via the previously provided methods.

Submitted(+1)

Pretty good horror experience. I went a similar route because I wanted to get straight to designing the horror and puzzles (and also to justify all those humble bundle asset purchases, lol). Working with UHFPS is tough because it's just documented enough to feel like it's fully documented... but there's still a lot of things that aren't explained, and no API to help. I sympathize with difficulties of learning how to use other people's assets; it's a challenge in of itself. 

So, here's my feedback about the game:

  • Great horror atmosphere and tension! I was nerve-wrecked most of the time!
    • However, needs more ambient sound elements, and maybe some simple special effects like dust particles in the air, or lighting casting long shadows.
  • The puzzles were kind of interesting, but felt a bit too "lifted." It would have been nice to you utilize some of the props you got outside of the UHFPS bundled assets. I get it, making those systems work with someone else's models isn't as straight forward as you might like, but it would help the game feel more "customized."
    • Also the puzzles eventually got annoying enough for me to stop playing. I personally prefer it when I can solve one puzzle at a time, and then occasionally have one I have to backtrack for, but at one point too many puzzle pieces had added up and I started losing track of everything. Also, too much backtracking. 
  • A quick note on the AI generated stuff. It's mostly just that it's obvious and a little immersion breaking. I used it for some idea generation and a quick cover art piece since I couldn't come up with anything more clever, but it is pretty obvious and it can turn a lot of people off. I'm going to be searching for more ways to avoid using it, or at least use it in less obvious ways, but it's just a note on the aesthetics, mostly.

That's already a lot, I hope it doesn't discourage you from making games. I think you have some good ideas here, and with refinement, it could be an interesting game! Keep up the great work!

Developer

Thanks for the input I greatly appreciate it I wanted to do much more with it but your right the UHFPS it's got just enough documentation but still need some know how to make it work. I plan on redoing pretty much all of it for a full realse like find real artists and voice actors to get away from the AI stuff the game jam crunch and working really put a strain on what I could accomplish. Probably should have spent more time fine-tuning and be less worried about it being a finished game with a end.

Submitted(+1)

I spent hours on a toaster that had virtually nothing to do with the main game loop, so I totally get that. lol

I think I might reach out to the author of UHFPS and make some suggestions on certain things. There's a bug if you try to put a paper note on another interactive object which cases them to get their hotkeys mixed up, which is why the note of the front door in my game will sometimes say, "E" for examine instead of "Q". The localization and item creation process is still not very streamlined, and kind of a pain to work with, and my god trying to make a custom door open with the mouse almost had me late to submit! It just refuses to work well every time I try it! 

I had to fix a lot of code directly, and scour a lot more just to get answers to things I thought would be pretty common questions.

Submitted(+1)

I was scared, damn dad