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A jam submission

Hidden Sense 5View game page

Horror shooter, set in a medieval castle
Submitted by SimTech (@AsmundSchei)
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Hidden Sense 5's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#133.5693.667
Gameplay#153.0283.111
Horror#172.3792.444
Theme#212.8122.889
Creativity#212.5962.667
Overall#212.6862.759
Story#231.7301.778

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you choose to implement the Theme: Thirst for Blood in your game?
Added a Dracula as the main boss, that hides in the castle

Did you implement any of the optional Bonus Challenges, and if so, which ones?
1 - Vampire: There's a vampire in the game

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Comments

Jam HostSubmitted

Ahh yes, another Hidden Sense. I wonder if there is a plot connecting all these seemingly unrelated games together. It's too bad that this one didn't feel like a complete product. I did appreciate having enemies to kill. It was quite cool to stagger the zombies with a few shots before finishing them off. Dracula was a let down for me though. For all I know, he was just chilling in his little closest minding his own business when some maniac with a fully automatic crossbow comes waltzing in and breaking all his shit. I too would jump out of the shadows to confront this man. And very much like this Dracula, I would have been put down in a matter of seconds with a hail of arrows as well.

Jam HostSubmitted

Per my son, "Story: there is no way of telling us what this game is about. And it's weird that it was so easy to kill dracula. I was going to be so happy to be doing stuff. I can't put that feeling back in the bottle. As you know, it's never scary. What a great way to end our play of the jam. Gameplay, presentation, creativity, theme, A+ All pretty good!"

Submitted

I can tell that a lot of work went into the level and it definitely adds to the atmosphere. Listing the objectives is also a big help. 

If you continue this project you should definitely focus on damage feedback. It's difficult to tell when you've hit something and it's not obvious when you're taking damage. 

Because I didn't see anyone else mention it, movement gets slower when you're looking up or down. I've had similar issues when I try to rotate the input vector by the control rotation. The key is to only use the yaw and ignore pitch and roll. 

I can also see small jitters in the arms when rotating the camera. This is another issue I've had before. If it's the same issue then it's caused by setting "Use Controller Rotation" on the pawn and also having "Use Controller Desired Rotation" on the Character Movement component. They've both useful tools but you don't want to enable both at the same time or they will both try to update and cause that little jitter. 

Lastly, the arms don't look up and down with the camera. My preferred way to do it is in the animation blueprint. But one simple way to do this is to add a spring arm with "Use Pawn Control Rotation" set to true. Set the Target Arm Length to zero and attach the character mesh to the spring arm. Be sure to disable "Do Collision Test" on the spring arm. 

Submitted

I love the start, the volumetric fog lights crossing into the trees. Very nice. I enjoyed shooting with "submachine" crossbow lol Too powerful for the actual enemies in the game. The interior of the castle is very nice. I couldn't finish the last quest "exit the castle" probably because I left to kill all the zombies first, and the it didn't capture the exit. I enjoyed it anyway. I wish I could battle a bit more time Dracula, though. Very good overall.

Submitted

Despite its shiny creepy atmosphere, the polish in this game was really unrefined. There wasn't much to the title screen, and the instructions, while simple, felt half-hearted with the basic text that it felt less like tasks and more like obligations since I felt no motivation to follow those instructions it honestly only got worse as soon as I got the crossbow. Noticing the approaching zombies I tried out the crossbow and the feedback was extremely offputting. I couldn't tell whether or not I was shooting the zombies at some point since I simply charged into them and unloaded the infinite crossbow into their skulls.  The feedback on the zombie's damage was even worse as I didn't realize I was taking damage until I killed all the zombies. Shortly after I simply just died to a random zombie as I was exploring the forest.

So here's what I feel like you should improve:
* Feedback: Any kind of signal for the player is important whether it's shooting or taking damage, You need to give a clear-cut sign on what is happening in order to show that there's actual danger. Even a corny scream of pain when the player is getting hit is enough to show that the player is in danger and they should move away
* Immersion: Some nitpicks I didn't like were how the zombies simply disappeared and that there were invisible walls near the forest. This breaks immersion and honestly with how you apparently tried to work hard on the game's atmosphere, these were huge blunders and dampened the experience since this is a horror game.  There are other ways to show the player that they can't go past this point besides invisible walls, like making large fences or mountains. 
*Gameplay: I feel as if you worked too hard on the atmosphere of the game that you neglected your gameplay and it's clear since everything else except the forest and castle feel half-baked. The shooting doesn't feel satisfying, the zombies don't feel threatening, and it's just not fun to play.

Sorry if this is mostly negative but I don't want to sugarcoat this since it's clear you wanted to make something great but you were too ambitious with what you wanted to make that it flopped in the end. So please don't be mad.

Submitted

It's alright.  There's a lot of potential here, I really hope one day you can captialize on this potential. 

Submitted

This is fun but felt a little too easy with the crossbow being fully automatic, Dracula was dead in about a second. It is super fun to run around and shoot a full auto crossbow though, didn't know I needed that experience lol. After killing Dracula and grabbing the key, I could not get the exit door to open no matter what I tried, felt like a hitbox was keeping me away from the door. Its a fun game with the only downfall for me being how easy it is.

Submitted

Looks really good especially the first room when entering the castle with the flame effects and the lighting. Bit more feedback on the enemies when shooting them and receiving damage would be good but the movement feels smooth. 

Dracula didn't come out of his cupboard on my playthrough but the model is good reminded me of the Diabolus in Musica album cover by Slayer.

Would of definitely played more.