Thanks for playing and glad you enjoyed!
Graugen
Creator of
Recent community posts
Wait are you saying everyone else doesn't have a left shit button on their keyboard???
Thank you so much for your in depth review, I really appreciate it. One thing I'm finding funny is that the main enemy wasn't a wolf which means you seem to have gotten through the entire game without bumping into it lol. I'll try and take your suggestions on board and make some fixes after the jam.
Thanks again!
This was really good especially for your first game jam ever! The mechanic of tuning the radio is very unique but it did take me a while to figure out (I spent about 5-10 minutes just clicking it to tune until I realised I was supposed to hold it down). The audio was also really good, the noises when something happened were really good at stressing me out, even after playing for about 20 mins and knowing that nothing was actually gonna happen the audio by itself still stressed me out. I do have to say though I'm not sure if the game worked as intended as my sanity never went down from 100 and like I said there was no consequence for me not interacting when monster noises started and the lights went off. Also i wasn't sure how long i was supposed to keep playing for which meant i had to give up after a while since it seemed to just become repetitive. But don't get my criticism wrong, the time frame for a game jam doesn't allow a lot of time for play-testing, but this was a phenomenal first game and has some serious potential, hope it goes well!
This isn't my first game jam, but it is my first time making a project using Unity DOTS, which is basically some fancy experimental stuff that makes everything difficult in return for smoother performance. The main inspiration for this project came from videos about ant simulations by Sebastian Lague and Pezzza:
Most of my work so far has just been troubleshooting, and what I've achieved is fairly easy in a normal unity project, but I've found it tough since there's not too many tutorials for DOTS and it has a habit of slapping me with a red error message. Today I just started simple and wrote a script to make my placeholder 'ants', which look suspiciously like red capsules, wander around. The results seems pretty decent, I haven't made a standard unity project to compare it to but I can have 10,000 of them wandering around while maintaining 50+ fps, and a slightly less ideal but stable 10+ fps for 100,000.
My goal for tomorrow is going to be to introduce a physics system so the entities can bump into each other and walls, as well as detect and collect food.
Oooooooohhhhh so it is XD, yeah maybe just a lil prompt at the the bottom saying "press tab to close" + just a lil thing which might be cos of wide screen monitor i can slightly see outside the room in the main menu ( like i can see the skybox outside to the right), just thought I'd let u know, still super good work though
Can't believe this has so few ratings, it was great! My two bits of feedback would probably be starting the character off with the first room key so they know where to go (I know it's right there on the desk but on my first playthrough i didn't notice it and wandered around the rooms for ages). And the other thing would just be the bug with the notes where after you pick them up you can't get out without restarting the game. The jumpscares also didn't feel cheap and the game overall had a really good spooky atmosphere. Great work especially for you first game jam!
Thanks so much for playing and giving feedback! Yeahhh the sprint mechanic has been something a lot of people have mentioned, basically the problem was if i made it available from the beginning everyone would just sprint through the entire map which ruins the pacing, in a post jam version I'm thinking of making it more available but *disincentivizing* its use (loud footsteps might get something's attention)
Hey i gave it another go, it was just me not realising the text at the top right was a button, i played through the first level which was fun and i liked how u designed it to teach the player the different mechanics, but when i got to the second level it went into this weird slow motion mode which I couldn't get out of. Feedback's basically the same as last time, really fun game with a few annoying lil bugs stopping you from enjoying it
Like the rest of the comments I've gotta say the controls felt really smooth and the aesthetic looked great. One thing I would say is the pacing is a little sharp at the end, going from no sense of threat to *not gonna say for spoilers but you know*, but obviously this is just for the jam and i know u wanna do more stuff so that's not a big issue. I definitely think cutting back was the right decision cos what is there atm feels really polished, nice work!
I couldn't work out how to get out of that initial area but I can see from the other comments that people have been able to so I'm a lil confused but anyway. From what i saw on the first room the art and animation was very good and so was the audio, the controls also felt very responsive, really nice work!
I liked the puzzle system but i do got some feedback to give. A little thing is I noticed with the lights there was a bit of flickering, which might be cos you've got them set as realtime lights rather than baked which you might want to look into (or maybe it's just my computer being a bit dodgy but I'd check it out). I also noticed that the sprint speed is faster than the monster which led to me just running around it rather than trying to hide (which probably wasn't what you intended). Also i think as a horror game it's probably better to be slowly introduced to the monster rather than having it outside the first room but I realise this was made in 10 days and is your first 3D game. Speaking of which this is a really good start, i don't want the feedback to sound negative cos it was quite fun and I played all the way through, keep up the good work!