Love it! XD <3
BJ Games
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I really love this pack!
I'm working on a resident evil (the original PSX version) inspired game and want to set the story around a mansion and the grounds around it, I was wondering if I could request a similar styled modular pack of the exterior of the mansion, perhaps with a garden and various props? Garden shed etc?
I've been trying to model things myself, but my expertise is logic and UX so modelling is not my forte 😅.
Thanks in advance!
Post-jam updates for P.O.V. - Prologue are now live!
FFO - Escape room style games, trivia and puzzle solving, saw-esque vibes.
https://bjhemmingway.itch.io/pov-prologue
As a polished prototype this has a good footing to being a good exploration horror game!
The aesthetics were great, I loved the screen effects and the texturing. Perhaps a setting to lower the opacity or switch off the HUD effect? I could handle it, but if you were to extend the story I could see it being a bit much on the eyes after some time.
I agree with some previous comments that there feels like there should be an element of danger or haste, not necessarily a chasing enemy, maybe the objectives are slipping into the static and in order to keep them here longer you need to interact with TVs so you can reach them in time? Just a random thought, but I really liked the style and idea behind this.
Good work!
I'm quite touched by the fact you played as much as you did and took the time to write all this, so I'll do my best to address what I can.
The intro sequence you can press space to skip, I intended to put a visual que for that, but time got the better of me.
The UK centricity is only on the two rooms, if you had selected the other path you would have had two different rooms with different riddles, one of which is puzzle based and the other being American based.
The fire room is referencing the great fire of London, it was started in a bakery hence the rye reference, so you were leading to the right track. I did have another clue for that room but again time was against me .
As for the lore, the concept is that you are actually the detective from the first Cutscene viewing the tape pulled from the victim. While you play as the victim you can find some lore based pickups (I didn't get to put as much as I'd have liked) that hint towards the killer having a likening to "augmented surgery". The character of the killer is meant to establish his insanity while also showing himself to believe he is of high intellect and sets up these puzzle rooms to 1. Test his patients and 2. Record the results of his experiments. I can't delve too far into the lore as this is a smaller piece to what I intend to be a much larger game.
The idea of having the player use web search to find answers is simply an extra layer of meta mechanics that I wanted to play with. Some people enjoy trivia and I wanted to use a mechanic that wasn't used much and would actively get the player thinking in a different way than the usual physical game puzzles.
I chose riddles that were based on famous events, concepts or serial killers as I figured they would be the most known worldwide.
I wasn't aware of the multiple respawn floor glitch, though I think I have a good idea why that might happen so I will look into that for post jam fixes along with a laundry list of improvements and changes thanks to critiques like this.
Thankyou for playing and I'm glad you enjoyed what you did get to play, I'll take into consideration these points.
PS, I'm Australian not English 🙂
I really enjoyed this one!
Seeing you have a bunch of things you want to implement I really hope you do continue after the jam and flesh this out because it really does have some potential to be a nice little cult classic. The visuals were great and the static man was a really nice aesthetic, I wouldn't even bother animating his movement just give him a menacing pose as he floats towards the player! The static visual is pretty scary as is!
All in all I really enjoyed the concept here and hope to see a finished version after the jam!
I'm a sucker for old retro games, even more so when they don't feel like an old janky coded amiga game.
This actually has some real traction to the gameplay elements to make something much larger with pickups that do different things etc. The visuals are great too, I'm a sucker for good simplistic pixel art too! And the audio cues and music fit perfectly.
Really good job!
Considering you made this without prior coding experience it's actually a very attractive concept piece!
I would genuinely like to see this game continue to be fleshed out as the art and ambience is definitely there!
If you need some good resources to get you working with UE blueprints don't hesitate to message me through the jam discord, I have so many tutorials saved from over the years i can link you. =)
I intended to fix the auto depth of field to focus quicker, but unfortunately got left behind. I'll be sure to add it on fixes for after the judging period.
The wobbly view is because of how I set the camera controls up and I think I'll tone it down a bit more, it's setup to interpolate smoother and feel less snappy like in a shooter game.
And yes the voice acting is top tier! I got lucky finding someone to embody the killer so perfectly!
Thanks for playing, glad you enjoyed!
Really solid entry!
I feel like it really needed an ending for the win condition, but overall everything was really well put together!
A very interesting take on Simon says and while "IT Commands" is a creepy and good title, I think you missed the opportunity to call him Simon just for shits and gigs XD.
Really good effort here!
The aesthetics were the standout here. The level design and AI citadel feel was very nice.
The sound design was quite calming, I liked it, but didn't feel any sort of horror or even urgency. I feel like having a clock to race against or even making it a best time sort of thing would give it more replayability and exercise what is actually a really nice and fluid parkour system! I would have loved a level with a more open feel so i could have really opened up and sped through using the parkour mechanics.
Overall The best parts here is the aesthetics and the movement mechanics!
Good job!
I was quite confused as to what i was doing or where I was meant to be in order to progress. I didn't know the ad blocker button was where it was and had 2 playthroughs without getting to it. Maybe a notification overly on the browser to let you know it has been installed there?
I quite enjoyed the aesthetics with that retro horror vibe and the soundscape (while some sounds where a little overpowering) really brought the horror vibe. The humor was good and not so silly as to pull the horror vibe away.
All in all a solid jam submission!
Good Work!
try looking up "the golden ratio" 😉. Some of the riddles I wrote and wasn't sure how hard they would be in practice, but the intention is for the player to use web search to assist (I even put the riddles into AI chat bots and got most of them answered correctly 😅). The weights have different values that equal to the corresponding answer, I'll work on tweaking that one because I did feel it might have not had enough clues behind it.
The killer VO was an absolute gem, found him on the discord looking for a team and was not disappointed! Even the character VOs was another member of the discord who also did the OST. I got blessed with audio designers for this project haha.
There are definitely plans to go further with more projects, this one in particular is but a small concept for a much larger story I'd love to flesh out. now I have a killer it feels like I need to... 😈😈
Thankyou for playing!
The player base mechanics was a template I already had built previously so that saved a little bit of time, also this project consumed me and my sleeping hours 🤣🤣.
Options menu with input and graphic settings are definitely on their way, just cut close to the deadline so didn't get to it in time.
The voice acting and music were by two members in the discord I connected with for this jam, they did absolutely amazing work and brought my concept to life!
Thankyou for playing and I'm so happy you enjoyed! This is a smaller piece of a grander idea I'd like to do in the future.
The aesthetics are great, the models and animations are really well done.
The controls feel a little bit clunky, mostly the movement and attack response, I think having the tools be on the scroll wheel for quick swapping and then having a more visual approach to which tool is selected (maybe an icon of the tool above the players head just when swapping) would make the mechanic feel a little smoother.
I found myself struggling to keep up with the incoming hordes having to swap between things so much and then having to plant.
Otherwise the idea and concept is really good, it reminds me of plants vs zombies but with far more movement!
Good entry!
Hi Bee,
I'm a programmer also from Aus, having done a few game jams solo I would love to work with others who can focus on an aspect while I focus on the programming and game mechanics.
I have an idea in the works for this jam that I think you could be great for VO and theme music.
You can check out my projects on the itchio page of my profile, I have done a couple "horror" themed projects and am looking to go further into that style, if it interests you feel free to reach out on discord: bjgamesdev
=)
Thankyou for the kind words!
I definitely have a lot of ideas to expand this concept with more player mechanics and scenarios, one being a boss fight that I intended to be in this prototype, but was starting to cut close with available time before submission so opted to leave it out in case I couldn't finish the mechanics of it.
Thanks for playing!
Dominion Z is my submission to the 2024 Pirate Software game jam, currently 3 levels and in prototype stages pending genuine interest.
You play a zombie resurrected in a lab from a failed experiment, spread your virus to other inanimate corpses to grow your horde and take over the world. Encounter enemies and utilize your horde to take them out in numbers.
Featuring a 2.5 D pixel-art aesthetic and original chip tune music and SFX.
Judging is currently happening over the next week or two, but I would genuinely love to work on this project regardless and bring it to a fuller capacity and expand on the lore, mechanics and game play providing it has some interest behind it.
Actually a really interesting concept! I kinda felt like i was playing a weird form of checkers.
Very much an enjoyable experience and yes as others have mentioned, a win screen would help, I thought there might have been more i wasn't understanding.
Fun and a good puzzle game!
PS. 792 turns to take over the whole board. XD
Really awesome! Love this sort of game!
The GFX were simple but very effective!
Audio was perfect!
Really like the mechanics and how it progressed.
Only critique is the UI feedback, I would have liked at least some highlight over buttons when hovered, perhaps even a slight UI selection sound or something, it just felt a little bland between the story lines clicking unresponsive buttons.
Otherwise I really liked this!
I love the execution of this.
Very simplistic graphics (not a bad thing at all with the colour design)
Great audio, music was emotional and fitting while the SFX worked perfectly.
Controls were easy to understand and use
Ending was... well... beautifully done.
My only critique would be that i was confused with the instructions to start, I didn't understand that i had to hit the dark red ones to change them at first, didn't take long, but still didn't understand that at first.
This was a really solid prototype! Curious to see how this could be expanded upon!