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Fist Full of Shrimp

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A member registered Feb 24, 2017 · View creator page →

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Beardo, you've done it again! a MASTER of voice acting.

Here comes the Good : 

  • Voice Acting - I don't think there is a single game that I have played of yours, that I didn't enjoy the voice acting. It just continues to get better and better. Your voice acting alone can carry a game.
  • Simple and Clean Environment - I'm stuck in a box in front of a giant screen. There isn't much going on here, but what exists in this small box is highly  detailed and polished. That screen is crazy! How did you make it? I absolutely love it. 
  • It Just Works - Since the game is so scoped down, all your mechanics are polished and work. The controller works as expected and I didn't encounter any strange bugs. Also, having the screen display "Too Close" was a smart move.
  • "I'm Surveying Game Devs, Probably Not A Big Enough User Group" - I probably got the quote wrong, but this made me laugh... and then cry. Trying to make a living doing shrimping unity tutorials, it is indeed a small sample size lol.

Some Shrimple Notes :

  • I want More - This game is scoped down and small, which I usually love because it means more time for polish, but I did want a little more. I'm pretty sure you were pressed for time, so I'm happy you were able to submit something! I'm just greedy and want more!
  • A Less Direct Route - I wouldn't have minded some branching pathways in a game like this or use different interactions with items in the scene to produce different outcomes. Something like, breaking the TV with the sword causes a new ending. I noticed there is an interaction that breaks the TV, but then it fixes itself, so maybe it was heading this direction?

Beard, thank you for joining the jam. Your games are always so much fun to play. Between your humor and voice acting, it's always a wild and funny ride. Cheers and thank you!

Wowsa there is a ton of things going on here! It's impressive how much you got done in time for this jam. 

Let's start with the Good : 

  • The Vampire's Lair - The look of this entire thing is great. I'm feeling like a vampire straight out of the Blade universe. The color scheme is perfect and the lighting is great.
  • Variety of Movement - I'm really impressed with all the different types of movement in this game. From flying around as a bat to watching my vampire self in 3rd person as he attacks one of the intruders. There are mechanics in this that I seriously do not know how to implement and I find them fun and impressive as hell! 
  • Inverse Kinematics - This super surprised me. Not only did you fit everything else in this game, but you also snuck in some inverse kinematics! It felt great having a body!
  • Great UI - UI will always win me over. I love creative ways of presenting menus to players and I really enjoyed yours. There was a bit of clunkiness in selecting things, but besides that, it was gorgeous!
  • I Ripped Someone's Head Off - Not much else to add. I just enjoyed that. I guess I would have liked to pick it up and throw it at someone, but ripping off someone's head was good enough for me!

Shrimple Notes To Consider : 

  • Scope Things Down - I appreciate the ambitiousness of this project, but I think this game could have easily been game jam perfection if it was scoped down a little bit and polished more. Some of the mechanics didn't work all of the time and it feels like if the game was scoped down a little bit, other mechanics really could have shined with polish.
  • No Turning - There was no snap or smooth turning in the game and it needed it. I would come out of bat for numerous times and be flipped around. I ended up spinning in circle in my house trying to get oriented again 🤣

This entry is ambitious and nails almost everything it set out to do. There are so many impressive technical feats thrown in here that I honestly don't know how you fit them in within a week time period. Super impressive! Thank you so much for joining this jam and giving us this wonderful entry!

I'm so glad  you reached out so we could get this one submitted. Properly Halloweeny and fun game of keep away.

Starting with the Good :

  • Atmosphere - It's a fun little Halloween environment. I think all the assets you use work with each other and nothing feels out of place. 
  • Clear Game Loop - You game object is clear and easy to follow. Keep away from the skellies! 
  • Lighting - I think your use of lighting works here and are only a few lamps that appeared glitchy.

Some Shrimple Notes to Consider : 

  • Pathing - Your Skellies do a great job tracking the player, but some of the fences in your environment are lacking colliders and your skellies will walk through them. 
  • Unclear Game Mechanics -  They Red Light, Green Light, mechanic didn't work intuitively. I don't know if this is a misunderstanding on my behalf or if the mechanic itself is just lacking a bit of polish. 

A fun addition to all the games I've played so far! Thank you again for reaching out so you could get it submitted! Cheers!!!

First game to give me goosebumps! 

Let's start with the Good :

  • Goosebumps and your Environment - The entire atmosphere of your game is properly spooky. It's dark, you have some nice particle effects and you only left me with a flashlight to figure  things out. 
  • Sticky Flashlight - THANK YOU! I love a flashlight glued to my hand if that is the main mechanic of the game. I don't want to be holding down the grip button the entire time if I don't have to. I'm lazy and I love this. 
  • Audio - Sound FX can go a long way when added and I appreciate you putting some in. It does so much in bringing a scene alive.  I honestly think it was one of the biggest factors in making me feel spooked out.

Shrimple Notes To Consider In the Future :

  • Repetitive Audio - Although I loved there being sound, it did get reputative. It may have been better to find some ambient noises that could be repeated on a longer loop and have whispers thrown in sparingly.
  • Unclear Goals - I read the game description and looked for instructions in game, but I wasn't too sure what I was supposed to do throughout the game. I wondered around and found a ghost that I avoided. I assumed maybe I just wait until daytime and my flashlight went out. I would make sure to lay out the goals both on the game description page and in the game itself. You can never have too much clarity here.
  • Ghostly Problems - I'm not sure if the ghost is supposed to follow you or if you're supposed to just dodge it once. For myself, it charged at me and then just stopped while overlooking the balcony. I'm not sure this is the intended functionality. 

A fun creepy bank as a late night security guard, what's not to love?! It was properly creepy all the way through. Thank you for participating and for your submission! 

Wow this is polished! Let's start with the Good!

  • Polished - Like I said before, this is incredibly polished. I think for a game jam, this is the right size game to have, as it allows you to also polish up everything in the end and it really shows here. 
  • UI Beauty - I'm a sucker for good UI and your game definitely has it. Everything is clear in terms of objectives, scores, health, and etc.  
  • Audio - Fun music, and fun sound FX. All of which are incredibly balanced. Nothing blew out my eardrums unexpectedly or stood out as odd. Everything fit!
  • Overall Look is Great - All your assets that you've used fit with each other and the entire look is great! It's polished on clean all the way through! I also loved the particles that would play when you collected a Gem.

Shrimple Notes To Consider. 

  • The Play Area is Big - The movement needed for this can be a bit much at times. I needed to clear out a decent sized space in order to move around properly in the game. When those spikes showed up, I didn't have enough room to dodge 🤣
  • Missing Presence - It was difficult to tell at times when my colliders where that represented me in the game. I know the controllers, but I'm assuming the character controller collider as well. If you don't have and visual representation for the body, you might want to stick with the colliders just being the controllers and the HMD. 
  • Balancing Difficulty - It didn't seem like there was any way to regain health once you've taken damage. It might have brought more balance to the game if the gems regained health and the skulls took it away. 

I loved this entry. Perfectly scoped and it's polished. It's a fully completed game within a week! What more could I ask for? Thank you for joining the jam and submitting this. It was a superb entry! 

Let's start with the good!

  • Environment - I really enjoyed the look of this game. A beautiful low poly world to run around and explore, with a ton of particle effects to make it feel alive.
  • Performance - With all the particle effects flying around in the scene, I was expecting my framerates to drop, but to my surprise, they stayed strong! You've definitely put together your objects and particle effects in an efficient way.
  • Day/Night cycle - Although it wasn't smooth, there appeared to be a possible day night cycle which was a surprise.

Shrimple Improvements in the Future!

  • Audio  - I loved the whispers being used, but they became repetitive after a bit. I think using the whispers sparingly and maybe added some sounds for the sprinkles in the field would produce a more immersive experience.
  • Speed Kills - The player movement in this is very slow for how big the space is. It's rough in VR, because if player speed is too fast, then you induce motion sickness. I would either increase the speed to the limits of what may cause a player to feel motion sickness, or reduce the map size so the player doesn't have to move as far... or add teleporting.

Overall, this is spooky and a fun environment to walk around in. It runs smoothly and there is only one major hiccup which is the movement speed. Great submission! Thank you so much for participating!  

Congratulations to everyone who Survived the Night!

To those unlucky few who weren't lucky enough to get your game in before sunrise, I can still add your game to the jam as a late submission if you provide me a link to your itch page. I'll then provide you a link to finish the submission process.

For anyone who decides to submit a game late, I will be disqualifying the submission so it won't be considered for the rankings, but it will allow others to test out and play your game. 

Thank you all again for participating! I look forward to the next jam!

Cheers,

Shrimpo

We're getting close to the finishing line and we have our first submission in!

I wanted to make a post to remind everyone to start testing your builds now! Errors may pop up that you were not expecting and it can be both stressful and disheartening during the final stretch. Give yourself the time to properly wrap things up! Cut out features that still need too much work and try your best to get something in. 

Even if your game isn't finished, try to submit something. We're all here to learn and have fun. Show off whatever you have put together no matter what condition it is in. 

I wish you all the best of luck in these final hours! Hopefully you'll make it through this last stretch and Survive the Night!

Big Love,

El Shrimpo

Alright Kokutouchichi.... WTF did you just make here!?! AND WHY DO I LOVE IT SOOOO MUCH!?!?! You're an absolute genius for this game. 

What I Loved:

  • It's hilarious, it's bizarre, it's... everything I want in a game made for a Valentine's game jam! What a unique approach to this jam. I'm honestly jealous that you came up with this. 
  • For such a strange game, you certainly nailed the mechanics. Not only did you nail the mechanics, you guided the player through a deeper understanding of how everything works on each consecutive level!  That takes some talent.
  • The audio design was hilariously perfect. Something like this could have been easily annoying if the audio was wrong, but you nailed it!
  • 👅😝😜😛😜😜😝😝😝👅😜😜😜😝👅

Some Suggestions:

  • I loved the guiding the player to deeper understanding of the mechanics during each level, but the first level gave me some initial confusion. Maybe some dialogue focusing only on opening and closing the mouth to chew candy would have helped here.

I don't know what else to say except I love this game.  Please keep doing more things like this in the future. It's a funky style that I'm a huge fan of. Thank you for this Kokutouchichi! It was a blast to play and I super appreciate you submitting it for the jam! 

Playing this game makes me curse the stars for not aligning properly so you had more time to develop this. Your humor continues to hit the spot in this game! Even with such limited time, I'm impressed what you were able to put together.

What I Loved:

  • Your humor and voice acting will always get me. Even though it's a similar style, it's still different from the Halloween Jam and I appreciate that so much.
  • A shocking amount of interactions had audio feedback to them that I wasn't expecting. I jumped on a metal beam and it made a sound that I'd expect. It's such a tiny detail, but you put it in! Even shooting the hanging boards made them squeak!
  • I enjoy the way you stage things using lighting. Main characters are highlighted with lighting. The player is also nudged in certain directions with your lighting. 

Some Suggestions

  • Not much to say here. I know you were time constrained so it's nice that you were able to get anything in at all. I just wish you had more time because this definitely had the beginnings to another funny and fun experience. Not seeing this completed vision causes me EMOTIONAL DAMAGE.

Thank you Beard! I know this jam was a hard one to contribute to, but I sincerely appreciate that you took the time to submit a game for it. Cheers!!!!!!

Here you are again Ian! Coming out with the big guns! You slap me right in the face with a wonderful title screen and then take me on a journey from there. Your lighting and environment continue to be top notch!

What I Loved:

  • McHeartface is just a great character. The voice acting and the lines he says are hilarious. His animations as a whole are also clean!
  • The entire experience is soundly complete. Every mechanic works as intended from what I could tell. The polish of the Love Machine was super impressive. It felt snappy! I never struggled moving any of the nobs when I interacted with them.
  • It was incredibly cohesive. Every part that was in this game was meant to be in this game. The sound design, lighting, voice acting and art work together to for a complete game that was perfect for this jam!

Some Suggestions

  • Real nitpicking stuff, but I found the text on the piece of paper during date 2 to be difficult to read. A different font would have helped here.
  • I didn't understand the point of pumping for every item. It was fun at first, but it did start to feel tedious on the third stage. 
  • The  color red looked a bit brown to me when trying to match a few items. 

You always bring such a strong showing to game jams and you've done it again with this one! Your unique style shines through in this. It also impresses me how polished you're able to make these things in a week. Thank you so much for joining this jam and giving us such a great entry! You're a gem to the VR Dev community mi amigo!

Can I tell you how much I appreciate having this kind of aesthetics in a Valentine's day jam?! I love the overall atmosphere in this game. It's 100% a vibe for me. 

What I Loved:

  • I've already told you I enjoyed the aesthetics so keep it going! I noticed your other games have a similar feel to them. Keep developing this style of your because I'm a sucker for it.
  • It really felt like a date! Creepy settings or not, it felt like I was heading to the carnival to win my date some prizes.
  • The variety in the games was incredibly impressive. Also clever to use a carnival setting to introduce so many different mini-games.
  • That gun felt fantastic to shoot!

Some Suggestions:

  • I feel like this one always gets people during game jams, but watch out for grabbable object colliders that collide with players. It's so easily missed when you're working on so many things, but it can send the player flying across the world.
  • You may have benefited from scoping this project down a little bit and having more polish. I loved the variety in games and all you were able to fit into this during a week, but some of the games felt clunky. Three well polished mini-games may have been enough here.

A creepy little love story! Thank you so much for contributing to this game jam with this entry. I hope to see what you have during the next VR Halloween Jam!!! Cheers!

I see I've finally found the game with the cupid that looks like the grandpa from Pawn Stars... and what a pleasant and fun surprise this game was!

What I loved:

  • The two cutscenes where a huge surprise. I haven't seen too many cutscenes in VR and it was fun seeing it here! Even more kudos for not giving me VR Sickness.
  • Flying movement was a bit of a risky choice, but you did it in a way that didn't give me any VR sickness! 
  • I really enjoyed the variety in characters and all of their animations. Each one was moving around independently and it felt pretty alive!

Some Suggestions:

  • It would have been nice to see more complex mechanics besides shoot all the people/aliens. It felt like you were aiming to have more complex gameplay, but maybe time ran short.
  • I think it would have been helpful to have a little more guidance in game to nudge players in the right direction. The guns being on the floor could be easily missed by players who aren't looking around. I say, if it's important to the gameplay, smack the player in the face with it!

It was fun, funny and cute. I really liked this submission. Flying around and gunning people down with heart guns is a vibe for me. Thank you for such a fun entry into this jam!

This game was really nice looking . I also thought the use of AI voices was pretty neat! Let's dive into the things!

What I Loved:

  • Your game followed the stages of love as a theme really well!
  • I really appreciated the abundance of settings you offered in this. Allowing for accessibility is pretty important in VR games and you definitely offered plenty!
  • Everything exploding at the end of every level was pretty hilarious!
  • You had a complete game! This is always so hard to accomplish during a jam, but yours is the entire package!

Some Suggestions:

  • Although you offered a ton in terms of accessibility, it did feel like sprinting was necessary to grab packages. You probably could walk slowly and capture them in time, but then the gameplay would be too slow. Maybe offering teleportation  could have helped here?
  • I found some of the sound fx choices to be a bit jarring. They didn't have too much cohesiveness with the rest of the environment. The music was really nice though!
  • Having the scoring and game time floating in the sky felt a bit odd. It worked because the core gameplay has the player looking up constantly, but staring up and running around gets a bit exhausting on the neck. 

Overall a great entry into the jam! You were able to pack so much in just a week. It had a solid gameplay loop from start to finish! Thanks for a great submission!

 The stream noise and the fish swimming in it! The amount of detail shoved into this was astounding. Your approach of focusing on art first within VR experiences is incredibly smart. It really helps bring out the immersion and wonder.

Who doesn't like going on a date with a waifu for life-u!? Especially when you add hand tracking too! 

What I loved:

  • Cute and fun environment. Not too many games have gone with an anime aesthetic, so this was a nice change of pace. 
  • Cool idea for a eating mechanic! Super funny to have a game where I gorge myself on as much food as possible in front of my date... I wonder if this is how my wife sees me....

Some Suggestions:

  • The menu was a bit broken, but understandable with doing hand tracking during a game jam. Especially if you're new to doing hand tracking.
  • I feel like the core game loop was there, but it didn't have enough time to be fully realized. 
  • I'm not to sure it captured the theme of the jam, but that's not always important. I'm just glad you got a good submission in!

A pretty fun entry for the jam! Thank you for joining and putting in a fun submission! Cheers!

WOWOWOOWOWOOWWOW. Wow. wow. Yeah that was really beautiful all the way through! Do you do tutorials on making environments that look great? Because you should consider it. Enough flattery! Let me tell you the things!

What I loved:

  • Gorgeous, beautiful aesthetics. This was a eye candy experience. Even more kudos for having it all run so smoothly. I do wonder how a standalone version of this would run!
  • Sound design fit the vibe. Nothing jarring or imbalanced came out when listening to the cats in terms of volume. I'm also impressed with the message and voice acting added into this game!
  • It's a complete experience that followed the theme in a unique way. Exploring all aspects of love!
  • I love dogs and I'm indifferent to cats. Your game made me love cats.  

Some Suggestions:

  • Sprint or teleportation would have been nice. I think adding these might go against the game feel of a casual stroll through a beautiful meadow, but there were times it could have helped me progress a little faster when I missed a cat or two.

What a wonderful entry. It's cute and full of wonderful messages. This one was a real treat, so thank you for your hard work and a great submission. You've made me want to step up my game when it comes to aesthetics.

I'm a sucker for a good starting room and you've started yours off so strong! There was some interesting mechanics added to a traditional maze, which is always nice!

What I loved :

  • Great aesthetics at the start and even though the maze is simplistic, the rooms all look really clean. The hearts, the enemy hearts... I mean all of it just looks incredibly well put together!
  • I love the instructions plastered all over the wall at the start.
  • Cool mechanic for climbing allowing for a more 3D maze.
  • Really neat inventory mechanics. It felt like I was a rock climber using candy hearts as stakes to put into the wall!

Some Suggestions:

  • I'm glad you had teleporting, because this game gave me some serious VR sickness. The climbing is fun, but that stuff gets to me after a bit. Having it as one of the main mechanics was a bit rough for me. 
  • The evil hearts seemed to go through the wall, which felt bad gameplay wise. I get that it might need to pop out of the wall and be frustrating as I'm trying to put hearts into the wall, but it just feels like I'm being robbed.
  • The hearts didn't attach to the wall easily, which could get frustrating. I also think that the platform you're climbing to should be climbable like the hearts are. 

It's a cool take on a VR maze! I love that you were able to introduce a vertical element into it (even though I got minor vr sickness lol). I also hope to make games look as clean as yours does. It's a great entry! Thanks for your hard work and getting a great submission in! Cheers!

Well look at y'all! This is a fully complete game with a solid unique mechanic! Fantastic work!

What I loved:

  • Great use of color and aesthetics. The entire thing fit really well together. I think the only thing that didn't fit with the looks was the AI art that grew around the walls. It helped tell the story of the relationship, but I did find it to be too complex compared to the low poly and minimalistic look of the rest of the game. Despite that, the look was fantastic
  • Sound design was on point too! There were plenty of bleeps and bloops that just worked and fit in with the overall feel of the game. This can also be said for the music as well.
  • Incredibly unique mechanic. I thought I was the only one who met their significant other by swinging them into random objects, but it looks like y'all have experienced this too! It was a bit of a challenge to master this mechanic though.

Some Suggestions:

  • The main mechanic was unique and fun, but it was difficult to use. Between the pulling and pushing, our wonderful date easily gets thrown off in unexpected ways. It may have been better to focus on only pulling or swinging as a mechanic so you didn't have to fine tune two different unique mechanics. 

It's always amazing when someone has a fully complete game during a jam, so congrats! It was a complete package and I wouldn't be shocked if y'all rank highly. Thanks you for your hard work and for such a great entry into the jam!

To kick things off, I really enjoyed the starting environment. It felt like a dystopian setting and the audio that accompanied it really added to the experience.   

What I loved

  • Great use of space in the starting room. I think VR benefits in smaller spaces with more details as opposed to large play areas that are sparse. The smaller room just feels more immersive.
  • Audio playing in the background adds to the atmosphere.
  • Shrimps! So many shrimps! Thank you for adding in some shrimp love!!!

Some Suggestions

  • As others have mentioned, it did lack direction. I wasn't too sure what I was supposed to do. I assume this was due to time constraints. If you're ever pressed for time, you can always add guidance in your game description on itch to nudge players in the right direction.

Thanks for your submission and your hard work on this jam! You have a great eye for aesthetics and setting mood. Keep it up!

It's kind of funny, but I had a feeling that this story might go this way. I'll try to leave the spoilers out, but I absolutely loved the direction you took this.

What I loved

  • Great use of the theme. It followed the stages of love, but also kept things fresh by going in a non-traditional direction. It is indeed a date story!
  • Cool mechanics and proper nudging of the player in the right direction. It's hard to find the right balance of helping the player progress through the story and not making it too easy. I think you found a great balance in this game!
  • I'm a sucker for classical music and you were blasting some fantastic choices!
  • Doors suck in video games. Doors super suck in VR. You had wonderful doors. 

Some Suggestions

  • I wanted some more puzzle solving for sure. It felt like you intended to have more, but most likely had to chop some out due to time.
  • Some of the colliders (books) were still set to collide with the player, which launched me across the room. Easily overlooked during the time cooker that is a game jam. 
  • I think the you did a great job fitting a ton in mechanics wise, but the overall look of the rooms could have used some love. Given the choice between the two, I think mechanics trump aesthetics so you made the right choice if you were time constrained. 

Overall... AMAZING! I really enjoyed this submission a lot. It's a clever take and all the mechanics work wonderfully in it. Thank you so much for putting such great work into this submission!!! 

We're getting close to the finishing line game devs! Here's my one piece of vital advice that you should follow to make sure all your hard work doesn't go to waste!

GET SOMETHING IN WAY BEFORE THE LAST HOUR OF SUBMISSION!!!

Try to make a build now! See if it compiles! Just get something in!!! Waiting until the last hour and finding out you can't even build the apk due to unforeseen errors can lead to heartache and pain.

We're excited to see what you built! Best of luck in the final stretch!!

What an absolutely amazing game jam!


🥇1st place - Premature Illumination by Beard or Die. Your humor was top notch and conquered this game jam! 


🥈2nd place - Lost and Found by Bouncy Castle Games, SymbioticParker, filethirteen, rokugin, Bear Jake, lunaticlucas. A truly terrifying walk through liminal hallways. Those audio recordings and twerking mannequin still freak me out. 


🥉3rd Place - Whisper in the Dark by EZ Games. That dark creature lurking in the woods is still haunting me in my dreams. 


Big congrats to our winners and to everyone who worked hard during this game jam!


I'll be emailing the winners their prizes later this evening. For everyone who submitted a game, I will also be sending out a code for a discount to Justin P Barnetts course. 

Thank you all for participating and I hope to see you all in future jams! 

In order to give everyone a fair amount of time to be played through and judged, the ratings period will be extended one more day. Results will be posted on 11/5 at 10AM. Sorry for the inconvenience to anyone, but hopefully this will allow for more ratings and constructive feedback. Everyone's entries have been so amazing! We really appreciate all the hard work you've put into this and we want to make sure that we can give each game the proper time it deserves to be reviewed.

Cheers!

El Shrimpo 

One thing I forgot to mention! Make sure to play around with Unreal's anti-aliasing. Some of the edges of objects looked a bit choppy and could use some smoothing out. Besides that, the looks in Unreal are always... unreal! I'm going to bed now before I say any other dumb things.

The environment was plenty creepy and I really enjoyed the audio. It didn't appear that the flashlight was working yet, which would have even added more to the creepy factor. Overall, I think this is a great start. It just needs more dev time to find a direction and story.

Thank you for a great entry! 

Wow this room looked so great and all the little haunted animations were fantastic!

What I Liked:

  • I love that the room felt authentic and polished. The graphics and animations all fit so well.
  • The visual ques on what you could interact with as a ghost a huge design bonus. Such a simple, but powerful thing!
  • The voice over was hilarious and the rest of the audio design fit so well!

Some Notes:

  • It was a bit hard to start the game without any Ray Interactors showing.
  • I'm sure it was a time issue to implement fully, but I was never able to fully scare the person away. There were also some random numbers appearing above the fireplace. I couldn't decide if it was some scare amount needed to chase him away or not.

This game looks and sounds great! It was a blast playing.

Cheers on a great submission!

Interesting setting and a nice start to a game! It was really nice seeing an Unreal entry as well.

Things I Liked:

  • Visually this was nice, especially the lighting. 
  • Some core mechanics were nice, even though they weren't too clear initially(I'm looking at you soldering gun!)

Some Notes:

  • I think this game could have greatly benefited from audio. I don't know if it wasn't working on mine, but I had zero audio. 
  • It took me a bit to find the first sparking plugs. There wasn't anything that directed my attention that way. 
  • Fading and loading the next scene would really help the transitions.

It was a great start! I think it just needed some audio and a few tweaks in terms of design and guiding the player.

Thanks for a great entry!

Well poo. I wasn't able to play this one because it doesn't have any controller options outside of the Xbox(like) controller. 

I commend you for doing Godot! I'm sorry to hear that you weren't able to connect the VR controllers using OpenXR. That is the point of game jams though! Experiment and learn!

It's a real shame too! I can tell by the audio design and the over aesthetic that you put a ton of heart into this game. In the future, I'd suggest at least giving players keyboard controls to move around. Without a doubt, everyone at least has a keyboard in a game jam lol. 

Thanks for putting in great work and experimenting with Godot!

Sorry yall didn't get an executable posted on this one. If you ever do, let me know and I'd be more than happy to play it!

Interesting and fun foundation for a game!

Things I Liked:

  • Ghosts looked unique and pretty scary.
  • I enjoyed how dark it was with the contrasting of the flashlight.
  • Loved the sounds used. A bit of an ethereal ghost vibe.

Some Notes:

  • I wasn't too sure what the objective of the game was. I wondered around a bit and enjoyed how spooky it was though!
  • The flashlight flickering was a bit too frequent. I don't mind it shutting off every now and then, but it felt like it was turning off every 5 seconds.
  • The ghosts didn't do much more than be scary.

It looks like you had the start of a good foundation, but it just needed more direction for the player to follow. Regardless, it's spooky!

Thanks for a great entry!

Super creepy and great atmosphere to start things off!

What I Liked:

  • I always enjoy some goofy voice acting!
  • That creature is incredibly terrifying.
  • The house had great design and seemed to naturally guide the player into finding the flashlight. 
  • Rain and lighting were some of the best I've seen this game jam!
  • Praise be to you for using an auto attach flashlight. Thank you for this!

Some Notes:

  • The design of the house was great, but when I got outside, it was too big to know where I was going. I eventually wondered over and over again before getting gobbled up by the monster.

This is a great entry! I think it could have been a bit better if the outside area had more guidance in mind when designing it. 

Cheers! And thanks for a great submission! 

This was really well executed for a maze game in terms of design! 

Things I liked:

  • Using audio to help the player navigate the maze and find the keys is a great idea!
  • Overall audio/sfx were great. It's so nice to hear footsteps! This may be one of the first games I've heard them in.
  • Great balance between flashlight use and finding batteries.
  • I'm pretty sure this had procedural generation in it, which worked well.
  • Having the keys teleport instead of walking them all the way back helps make the gameplay fun instead of tedious. 

Some Notes:

  • The rat creatures didn't always die when the light was flash on them. They also seemed to just push me through walls instead of killing me.
  • Some deaths felt random, which I imagine was due to a spider I didn't notice.
  • The flashlight would have worked better if it used an attach point that oriented itself in a forward direction. 

You've done a great job on this one. A great maze entry with clever design to help players through the maze! 

Thanks for a great submission!

I'll start off by saying, you got me! What a wonderful jump scare!

What I liked:

  • Use of the theme was great and the game was dark without just being pitch black.
  • The chungus flashlight was fun and the battery swapping mechanic was interesting. 
  • Cool foundational mechanic to have the different light modes to reveal hidden messages/items.
  • You jump scare was done perfectly!

Some Notes:

  • It would have been nice to have continuous turning or snap turning available.
  • I wouldn't have minded some more background noises to set the mood more.
  • I thought that the core of the game was just looking around and couldn't find many things to unveil when using the trigger button. I almost gave up, but eventually the message on the ground showed up and I got a great jump scare! I just needed more initial feedback to know that the game had progression occurring.

I think you have a great foundation here! It would be great to see more incorporated with the core mechanics.

Thanks for a great submission!

I got lost for a bit, but I eventually found the exit! This was a fun little maze game. I think it could have benefited from having a bit more audio or even music. In terms of accessibility, you may want to consider giving the player some options with movement speed. It was a tad bit too fast for me and gave me mild vr sickness. 

Overall, a solid foundation for a maze game that could really shine with a bit more polish.

Thanks for your hard work and submission!

Another great example of people putting together so much in such a little amount of time!

What I Liked:

  • The variety in the options for speed, snap turn, ect. were great to have! Accessibility in VR can be game breaking and I appreciate all the options put in here.
  • So much variety in gameplay! Three whole games in one is really impressive.
  • Audio design was nice for the monsters.
  • I loved the jump scare of the trick or treat doors.
  • The grenade launcher was fun and hilarious!

Some Notes:

  • The scope may have been a bit too big. It's impressive that you were able to put together so much, I think the overall experience could have been improved if you focused on one direction. 
  • Due to so many mechanics added into the game, there would be times that my speed would greatly increase and cause some motion sickness.
  • The game with the monsters and keys, the monsters seemed immune to any damage when shot.

This has a ton going on, which made it very engaging! It's a great submission! Thank you for your hard work!

I'm surprised with the length of this one! You were really able to fit in a ton of content in such a short amount of time.

What I liked:

  • I think the length of the game was great. It also had some fun variety to it.
  • Slowly introducing different mechanics worked really well here. First learning to navigate mazes, then jump and finally climbing!
  • Great sound work. I really enjoyed the audio design for this one. I especially enjoyed when the pumpkin monsters would start chasing you. A small little alert sound to let me know to get running worked flawlessly. 

Some Notes:

  • I liked the climbing mechanic, but there was nothing that really signaled that I was supposed to climb or that the vine was climbable. Luckily, it being a dead end when its introduced helped, but with the monsters chasing in the same scene, it was easy to get caught up and not notice that it was meant to be climbed.
  • The boss was cool, but I wasn't able to dodge its attacks. I tried jumping and running, but nothing seemed to work. I just tanked it and ate candy until I could run away.
  • I'm not sure it followed the theme, but that's always ok! It was on point for Halloween!

This was a great maze game! Fun mechanics introduced throughout that kept it fresh and interesting.

Thanks for a great entry!!!

Liminal spaces and things that remind me of "House of Leaves" properly creeps me out. This game was able to let my imagination do all the work freaking me out.

What I Liked:

  • The voice acting was top notch. Incredibly believable and it just added to the suspense.
  • Music/SFX were also on point. Just continuing to add to the atmosphere.
  • That stupid mannequin twerking. If it actually screamed or got in my face, I think I would have had a heart attack.
  • Muliplayer?! I didn't get to test it out, but crazy that you were able to add it in.

Some Notes:

  • I always struggle with liminal space games, since the idea behind it is to get lost and confused. It would be nice to offer the player some form of marking tools so they can mark rooms they've been in before. 
  • I noticed the flashlight in the beginning seamed to have a cone effect, but it worked great in dark environments.

I was able to find 5 of the 7 tapes, but had to call it quits due to time constraints. This was a great entry! Your polish on this were great and again, that voice acting!

Thanks for a great entry!!!

Well this one was sufficiently creepy! The flying spirit is absolutely terrifying. I think from straight nightmares.

Things I Liked:

  • The aesthetics of this were great. I absolutely hate that spirit flying at me, which makes me love it more.
  • A unique direction for a Halloween VR jam. I wouldn't have thought to put a Beat Saber like game with a Halloween foundation.
  • Overall UI was simple and clean. I could clearly understand what I was expected to do based off what I was presented.
  • Very cool that you got this working in a web browser.

Some Notes:

  • The heads tended to move a bit too fast at times. I think this could have benefited from the heads moving slowly at first and as time goes by, ramping up the speed.
  • It felt like there were some collision detection issues. Either that, or I was really really bad at the game lol.

This was a unique take for the Halloween jam!

Thanks for a great entry!!

This was a really fun and creative entry! 

What I liked:

  • Solid jump scare to kick things off. 
  • Being a ghost and moving things around to save someone was super creative. 
  • The amount of intractable objects added to the game in such a short time is impressive.
  • Fun voice acting. That dude could not take a hint!
  • For such a big scope, you managed to put together a complete experience!

Some Notes:

  • The movement would sometimes jump. I imagine this might be from player colliders running into other objects that launches the player. 
  • It may have helped to change the material of objects that have already been interacted with to further signal to the player what was completed. 

Overall, this was crative, fun and impressive in terms of scope and completeness. 

Thank you for such a great entry!