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A real eerie atmosphere on this one - you really got the spooky mood just right!

... and the tape vocals added to that and it was a genuinely unsettling experience...

I appreciate it's multiplayer, but realistically I don't think given the amount of players on this Jam that a full game would happen naturally - we'll have to organise a set time to play altogether or something :) So I also played it solo...

A minor issue - I was playing on the Quest and the textures looked odd and flashy at a distance, like they weren't mipmapped or filtered correctly.

All in all, nice idea, great atmosphere and kudos for getting multiplayer in.

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Thanks for playing.

Yeah technically the multiplayer is set up without any kind of matchmaking since I guess we expect if anyone did play they might play with the team mates they ended up working on the jam with, like we did.

Original quest? I'm sorry to hear you had some texture issues. I don't have a quest to test on unfortunately and I am not sure why it would happen that way as the settings for mipmaps etc are what we always use and somehow our last VR jam game worked fine in the quest 2 at least.

Thanks for the review I'll give your game a look as well when I get to playing these games.

No problem - enjoyed it :) Definitely has the spooky factor!

It is a Quest 2 I'm playing on, the walls are ok but the floor & ceiling have quite an aggressive moire effect happening on them, as if they aren't bilinear filtered or mipmapped. What texture settings do you have on them?

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Oh I see a lot of moire even in the editor as well, I just assumed it wouldn't be a problem in headset cause when I tested it I didn't notice it, but I'm wondering if I just didn't notice it cause I tuned it out due to seeing it so much during dev. I think it has something to do with the normal maps and such. I actually don't see any issues with the ceilings, but the carpets are big time offenders. Maybe it's just not as noticeable in play due to the very tiny amount of actual light available. 

Texture settings are all basically default, but I just checked the textures for the floor and both the normals and the albedo both didn't have mipmaps enabled, not sure why, it is from an asset pack so maybe they had updated the settings. Very strange, turning those options on does make it look a lot better, but I can still see a small amount of moire.

Good to hear the walls were fine though, that's what I was concerned about, flickering walls and such, but thanks for the tip on making my ground a lot better.

Ah, that makes sense... I think you've got it :) Yeah, if the images weren't mipmapped (especially the normals) then that's cause the flicking moire effect I'm seeing. It's not totally overpowering, so it didn't distract from the game at all - but it was something that was noticeable enough mention, that's all :)