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When playing games made for this jam I come with zero expectations, as should be from a jam called “So Bad It’s Good”, but I did not expect a fully voice acted parody of Bethesda RPGs on my doorstep.

Morrowind/Fallout NV as seen through the filter of old GMOD nonsense machinimas is a great combination, as it turns out. Also mildly reminded me of West of Loathing if it somehow made less sense. With this sort of premise it’s easy to milk the joke for as long as possible, but thankfully Stalewater ends when it needs to.

While the voice acting and intonation was a tad too slow in my taste, the game makes up for it with excellent visual gags and smashing high-quality PBR textures on absolutely terrible modeling.

As others have mentioned, the gameplay itself is underwhelming. I don’t know if the lack of feedback when firing guns was an intentional SBIG joke, a reference to Bethesda’s lackluster combat, or just because it fits with the theme. But really I found the combat more monotonous and frustrating than funny. Hitscan weapons require sufficient cover and design to not feel cheap, and “death screams” being akin to children losing a backyard game gets old very quality for example.

But hey, off with mechanics, we’re not GMTK. Content is king here. Bottom line, it’s probably the most ambitious game I’ve seen here, both in terms of content, the subject matter it’s parodying, and actual file size (seriously, I believe it’s possible to compress the game further in Unity). And just for that it’s worth preserving.

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Hey thanks for playing and the quality feedback!

Yeah Bethesda games are always a big influence on my ideas, and that was certainly no exception here. I think some of the voice acting dragged because I did it while very tired, others because I didn't have time to edit out some pauses, and some just because I'm not the greatest voice actor.

Yeah the combat was only partially supposed to be intentionally bland. The revolver was meant to feel like a peashooter and the enemies weren't meant to be that smart to begin with. But the lack of feedback other than the blood sprites was simply due to lack of time. The combat kinda had to be just functional in order to get everything else in. I think the last combat arena was likely designed in about 15 minutes, and you can feel it in the game. If I were to do it over again I'd give the player more cover right out of the gate. Though admittedly there might be some unconscious influence from New Vegas since I was playing it quite a bit recently. Sorry to hear you found it frustrating though.

I was actually unaware of their being further compression for unity games, I'll have to look into that.

Thanks again for the honest feedback!

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Game feel is important, arguably the important aspect of when it comes to engaging your players. Even on a jam about intentionally bad games :)

The two best videos I always send people who want to quickly shrink Unity builds are this and this. They are short and very generalized but they are a good way to start.

Other than that make sure your textures are a power of 2 and use Unity’s built-in model compression. Also make sure you’re using the most recent build method. Unity still has legacy support for older algorithms that have poor compression in today’s standards.

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Excellent point!

Thanks, I'll make sure to take a look at those next time I decide to build.