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(+1)

i may have died more times than i can count, but at least the spider is safe!

this was really cool, although quite stressful xd! first of all the environment looks really good! the ship's layout goes crazy with a bunch of twists and turns, which then leads into these unique and distinct looking rooms, with each one feeling like they realistically serve a purpose on the ship, thus increasing the immersion! the texture work, models, lighting, and the models all look really good together too, really evoking the feeling of a broken ship on the brink of breaking down! the sound effects also add to this and give really nice feedback to whatever is happening on the screen!

unfortunately i was not able to finish the game, wasn't able to find the storage device :(. i'd tend to get lost while navigating the ship (i don't have a good short term memory xd), and it took a while for me to understand what to do (it was kind of hard for me to make out the ship's alert voice with the other ambient sounds in the background). the game would really benefit with some kind of objective list or maybe even a writable notepad to keep track of what you already did and what you need to do!

still i really like the visuals and the game loop concept, was fun around to frantically look for oxygen tanks while trying to learn about the ships layout, great work!

(+1)

Thank you so much for saving the spider! Thank you  I worked all the rooms, textures, materials, and objects in the game. I knew that if I wanted to do something like this, I needed to convey the situation through the environment, but I could not spend all the time on the environment so reusability and creative use of the already-done assets was key. And I think it paid off quite nicely. (Although a little extra variety would have lifted it)
It is noted that objectives are key to not getting the player lost, and I did think of it but didn't find a way to do it as I wanted.
The oxygen is known to be the worst issue, but it has already been resolved.
The sound system was not completely well balanced, but I have improved it since. It is due to a bad balancing of the audio sources min distance, overall volume, and the 3D settings. Unity's 3D sound system is a little wonky to fine-tune for me.
SD is in the first room. don't worry about not finishing it. It is hard to find. bringing it to the AI only triggers a final sequence of events that evoke you to escape. the ship with the final cinematic and credits roll.  
Thank you so much for your feedback, it will help future people, to enjoy this game better!
I highly appreciate that you found this interesting, it's my first Jam entry! :D