Play Demo
AfterDrought's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Quality and fit of sounds and sound effects to the game | #10 | 3.272 | 3.778 |
Cohesiveness of game elements | #10 | 3.175 | 3.667 |
How well did game visuals follow the N64 style | #11 | 3.657 | 4.222 |
Overall | #13 | 2.983 | 3.444 |
Unexpected or surprising elements in the game | #13 | 2.694 | 3.111 |
Overall uniqueness of the game concept | #15 | 2.598 | 3.000 |
How well did the game follow the theme/constraint | #17 | 2.502 | 2.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really enjoyed the atmosphere you created with this game. There's a lot going on in the level, and I can tell you all worked really hard on it. I did have some issues with the sensitivity of the mouse, but I was able to fix it easily in the menu. Nicely done!
Love the environment. You can tell there was a LOT of time spent making this game :) I would say that this style felt more MS-DOS than N64 though. Overall, well done!! :)
Very cool environment and graphics, gameplay-wise the movement felt really slow and it was tough to dial in my mouse sensitivity.
I will be sure to personally improve upon the sliders in the menus of our future projects. You can run with sprint and you can get a speed boost from wall running if that helps 🥰
Could have been a quirk related to my computer/mouse!
This is one of the games that I was the most hyped about during the jam. Though it’s clearly very unfinished, it was still a cool experience nonetheless.
From the moment I saw the UI, I was drawn to the game’s dystopian, futuristic setting. This is clearly the game’s main strength.
I know the team ran into some issues getting the game to the finish line. I didn’t run into any puzzle elements so I assume that aspect of the gameplay was not finished in time. In case it helps, here is a list of all the bugs I ran into:
These software issues did little to diminish my enjoyment of the world. The level, with its corridors winding around a central shaft, feels very reminiscent of the “caracoles”, a type of shopping center from South America with an oppressive, brutalist style. And though I couldn’t read the cyrillic ads, they helped get across the theme of atmosphere of propaganda and corporate excess. I would gladly return to this setting if you decide to continue to work on the game and release a more finished version in the future.
Thank you very much for your valuable feedback! I'm glad to hear that despite some issues, you were still able to enjoy the atmosphere of our game. Some of the menu items were disabled due to time constraints, as I was not able to finish the code in time. The AI programmer plans to remaster it in the future, as they had to make a lot of sacrifices to get it ready for the jam. Half of the code was beautifully written, while the other half was metaphorically duct taped together. However, I'm hoping that the rest of the team is as interested as I am in continuing this IP for a long-term project.
If you're curious, there is a hidden room that grants you unlimited SMGs (those giant guns!). We have some puzzle concepts already in the works, and even a custom numerical system that we hope to use in future puzzles if we continue development. Thank you again for your feedback, and much love from the KITI Jammers!
Check the public game page for the controls and lore and credits <3