Fantastic camera and lighting use. The framing was very effectively uncomfortable, and helped make everything just a little more claustrophobic. Great job!
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Evelyn Dark: The Silent Shift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horror | #3 | 2.646 | 3.500 |
Atmosphere | #5 | 3.024 | 4.000 |
Camera usage | #5 | 3.024 | 4.000 |
Level design | #5 | 2.268 | 3.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I really liked Evelyn Dark overall! It had very good sound design, and I felt the tank controls were perfectly implemented. The use of out-of-view zones for some of the camera views was well-done too - I always felt some tension switching between certain views! The fact that you allowed for players to evade the zombies when overwhelmed was a nice touch too - very reminiscent of early RE games! Finally, the addition of blood on the player character when damaged was a great visual indicator!
As a playtester, here are the main streamlining steps I'd recommend:
- Swapping between attacking and interacting was a bit clunky, but understandable. Perhaps this could be decided automatically depending on what interactables/enemies are in front of the character?
- I noticed one camera that wouldn't transition properly (where the valve is) - not game-breaking, but it made visibility poor in the area some of the time.
- The walking animation could use some work, but was definitely serviceable! Maybe the walking animation could vary depending on the health of the player?
Overall, very impressive job! Especially in Godot, you managed to do quite a bit of custom tooling. I'm really looking forward to seeing the full release!
Thanks! I really liked how things like blood splatter and battle damage turned out. :)
Yeah, the swapping is a bit janky. The plan was that you’d swap between interacting, punching, a gun and a camera, with the intent being that having to swap would leave you vulnerable. But it currently feels a bit clunky and unclear if you’re in interact or punching mode.
The cameras need some more playtesting and polish. A few of the camera zones are a bit finicky, and there might be some edge cases where the camera code doesn’t detect the player correctly.
I wanted to look into importing more animations, as they are currently pretty basic. I agree that it would be cool to have separate animations for states like being hurt, and I would also have liked proper animations for turning or sprinting.
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