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(+1)

Thanks for the extensive feedback!

The 3D art and animations were taken from different sources. We had to do some tweaking and cleaning of some models and animations, but we didn't think that was worth mentioning in the credits.

- Very true. We were experimenting with that, but didn't get it stable enough before we ran out of time. It's definitely a feature we'd implement after the jam ends.

- Definitely something to keep in mind for further development/future projects. Thanks for the ideas.

- We were also working on an indicator, but as always, time was running low, and it wasn't stable enough for release.

- Did you by any chance shine the flashlight towards the creature? It can in fact also detect you shining light at it, so that could explain it following you even if you crouch away!
Else, just a quick explanation for the monster walking towards a sound: depending on the distance of the sound, the monster chooses a random location close to the sound source (the further away the sound, the bigger the radius of the randomly chosen position). That means, that it may sometimes randomly move to a position you crouched away to. So that could also be why you experienced it seemingly knowing where you are.

- Fair point, and to be perfectly honest with you, we recorded this audio log before finishing all features. So currently there are no actual lockers you can hide it, and you can only crouch away from the monster. That was a slight misdirection on our parts, but it'll again be something that'll definitely be added after the jam.

- That's something we sadly only realized right at the end of the jam. The problem is, that our chosen render pipeline in Unity didn't support ambient occlusion in builds. So in the editor the game is much, much darker and the flashlight is necessary to be able to navigate through the labs. Changing the render pipeline sadly often takes much longer than you want it to, so we decided to leave the build as is for the jam. Again, for future versions, we'd prolly switch the render pipeline to be able to use ambient occlusion to its full effect.


Thank you again for your extensive feedback, and I am glad you and your friend enjoyed our take on the Apocalypse Jam!

(+1)

Tha's all perfectly reasonable, the time really was short for such a big game, afterall!

Ah, that is an interesting way to do the pathfinding, and definitely makes sense! I dont think we had the flashlight on, because we just kept it off the whole time at a certain point. I think most of the time that was just by chance then! Thank you for explaining it :)