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(+1)

Really awesome game, I love the visual style and the areas are perfect (I really like the courtyard especially, the large scale liminal areas are very nice too). I kept on getting surprised and excited whenever one of the twists happened - especially the very first one and the one with the office (vague so as not to spoil). By the way, is the tunnel from the office area an Ocarina of Time reference?

I did run into a couple of bugs:

1. VSync decreases the look sensitivity (I assume this is just because camera movement is framerate-dependent)

2. At the white house I walked up to the stairs from the left side at a slightly weird angle and as soon as I touched them I couldn't move and had to exit to the main menu and restart.

Neither of these spoilt the experience for me though, I look forward to seeing what else you make in the future!

(also thanks for listing your tools in the description)

thank you, i'm glad you enjoyed it!

the idea for that tunnel was just something that sprung to mind to make that transitional area more interesting, but immediately after i thought 'wait ocarina of time did this.' so while it wasn't an intentional direct reference it's definitely what implanted the idea into my head haha

i don't seem to be able to reproduce the vsync issue. my camera code isn't frame rate dependent so i'm not sure what's going on there. i'm on linux though, so maybe it's platform specific? (my windows testing concluded at "it launches, ready to release" whoops)

as for getting stuck, my collision work was shoddy as a whole. in the spot you described there's no gaps or anything you should be able to get stuck on, but there's a bunch of hastily thrown in overlapping shapes that Godot's physics engine seems to struggle with haha

i'd like to keep my game jam projects as nothing more than that, so while this game will remain the buggy bodged together mess it is i'll definitely keep these things in mind in future projects. thanks for bringing them to my attention!