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(+7)

I... really don't know how to feel about this game. The visuals are unique and interesting, for about a minute until your eyes start hurting from the craziness of it all. The menu options are ridiculously high detail for a game jam game (I mean saving/loading and adjusting resolution and bloom, REALLY?!), but the saving is unnecessary for the kind of game it is and didn't even work when I tried it. The movement feels good and even has human feet and shadows, AND you can interact with stuff. However, if you press E to read a piece of paper it very clearly states that it is part of the Horror FPS Kit by Thunder Wire... which costs $45. This kit is the core of the game, as it provides the UI, character controller, inventory system, etc. While Mark's rules do seem to allow paid assets (as long as you have the legal right to use them) it doesn't allow for pre-built code: "The vast majority of code must be written during the jam". Asset kit aside though, there's not really a clear path for the player to walk, or a goal they are trying to accomplish. I walked around aimlessly for awhile to see if there was something more and just ended up finding the edge of the landscape, which wasn't sculpted down to finish the islands. I really want to like this game, but as someone who has built my own landscapes and character controllers in Unity, I can see just how generic this game is behind the filter. Apologies for potentially overly-harsh feedback.

TLDR: I like the aesthetics, but there's a lot of flaws here including the fact that it likely doesn't fall within Mark's rule-set for the jam.

Hi Kilansky, the game does use assets form the unity store including the fantastic Horror FPS kit v1.5, which is where the first person controller has come from, I've detailed this in an easier post. 

This is my first Game Jam, as a solo developer I'm much more an artist then a programmer, and did read Marks rules for the Jam to see if it was ok to use assets you own or have on hand. The games core mechanic which is the groundhog day 60 sec sleep mechanic is coded as part of the Jam, as well as the the assets and visual that make the game concept come to life, such as the opening and closing eyes and time of day sky. What I didn't have time to code I utilised unity's timeline animation - for example the intro titles are all keyframed and animated within unity. Some assets like the typeface was designed by myself a few weeks ago and I think really fit my vision for this game.

(+3)

That clears things up a bit, thanks for the response. Making art as a programmer is one thing, but programming as an artist is even harder I'm sure, so good on you for putting forth the effort and getting what you've got here! I'm still not sure using the pre-built stuff is ok, but I suppose it's not up for me to judge. Incredible job getting 200+ ratings on your first ever Game Jam though! I've done like, 7 or so and rarely break 30 ratings.