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Henri Tervapuro

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A member registered Jul 23, 2018 · View creator page →

Creator of

Recent community posts

Update:

Added .7zip to get around false-flagging virus defenders related to Unity3D .zip packing

Update:

Added .7zip to get around false-flagging virus defenders related to Unity3D .zip packing

(1 edit)

Known issue, Windows Defender for one, can false-flag zipped unity projects as trojan. You'll see it many times if you google it. It's been around for at least 3 years.

(1 edit)

I like what you´re up to - its a interesting look into the accident! Keep it up, its lovely. =)

Bug etc notes I had during gameplay:


-computer heated up & fans started blowing full-on, I imagine you should look into Unity Profiler and see why its throttling resources so hard and optimize that. Also a fps limiter would be a nice feature, I don't like playing with unlimited fps since it just kills the hardware.
-credits, let it scroll faster if I press a button (usually games do that)
-button clicks in menu could give a little effect before the action initialises, now they feel like the game just stutters for a minute and nothing happens (UX feel is bad)
-Volume sliders, preferably at like 60% volume or something not 100% when the game launches, this one has really harsh sounds with all the emergency bleeps. M for mute was nice but I missed the message on the first time the game started.
-if you want a little "good feel" to moving player camera around, add a little offset to the POV object. So like when you move the camera, the little meter thingie either takes a little to catch up, or moves more faster. As long as its not 100% synchronous with the vision
-guess you noticed but the doors are really small!
-I would place the object title ("Reactor Coolant Drain Tanks Panel") somewhere else than middle of the screen, its a little bit frustrating there.
-the title messages flicker easily, maybe a little cooldown or a fade to them so there´s a smoothness if an target item flickers on and off the target function
-No indicator that you can press mouse and get a description (question mark or a little magnifying glass is the usual thing that games do)
-there´s no button or action for toggling off the description messages quickly, UX feel bad since you want to have control with it
-i walked inside the reactor coolant drain tanks panel, got stuck inside it
-mouse doesnt appear sometimes when going to menu
-Im not sure the bobbing effect is necessary for a game like this? It felt distracting tbh, as it was more about studying the events. I mentally connect bobbing screens with fast-paced shooters.

So, so good.

trailer

updated 17.9

  1. made picking up kids automatic (its a parental instict!)
  2. made the web window larger
  3. added gfx for holding & throwing kids, and when kids are on a phone

Heyy thank you for the video and comments! Lovely! Just watching it now.

Tuhma Raato means Naughty Corpse, my little wordplay on Evil Dead.

great old school shareware game vibe, the "pherrrrkhele" shouting is great.

Oh yeeeees =)

Good game. RIP sugar and F.Rog

Thank you!

Very good! =)

Nice one! =)

Great game with great balls. The black holes were kinda creepy. Now I must want to compete against the clock. =)

Thank you! Under a week, in (work day) hours..?
Summer of Shivers was a great jam, since we had so much time... I had a chance to work on this a few days here and there, then let it be for a while. I don't want to devote -too- much of time & effort into a free jam project, but enough to make it actually interesting. =)

hahah this is the best one so far, thanks! Glad I gave you nightmares. =)

UPDATE (RC3):
-Fixed black screen from underwater for older graphics cards
-The PSA texts stay on screen for longer
-emphasised the Continue button after death

UPDATE (RC3):
-Fixed black screen from underwater for older graphics cards
-The PSA texts stay on screen for longer
-emphasised the Continue button after death

Hah this was great! Thank you! =)

Oh hey thank you!

Ooof the text disappearing before you get to read it.. think I'll fix that. The video is very helpful, thanks =)

Heya! Yup it saves automatically when you reach new areas.
And that's a no for multiple endings, it's very linear and tight, didn't want to strain myself too much for the gamejam.

Wow, thank you! This made it worth all the trouble. =) And thanks for the video as well!

I doubt I'll work on it much, apart from working out bugs and UX things. Good feedback though, I really appreciate it.. some of the things I thought of (how to work out more on the story, or do spins with the gameplay) but ultimately it came down to keeping it tight and deliver for a gamejam... I woulnd't mind if someone gets an inspiration and does something better or longer, though!

No alternative endings, I'm afraid. Didn't have the time for that. 
I DID tinker with the ending for quite some time, guess I can talk about what I've been up to, since you composed such a pretty message.. 


(SPOILERS) 
First, I was thinking the character gets flushed really far into the pipe systems, and ends up in the ocean, or just like, outside, but -everything- is now underwater. Kinda epic and silly. Then I took the idea of "outside", thought of a underwater city and was thinking of making a few Silent Hill style streets, and was thinking of adding monsters, but that wouldn't have pushed any of the narrative forward and would have been WAY too much work. Then I tinkered with the idea that you just dive into somekind of a monster's belly, and actually built that, but it felt just funny to me. The monster had like a ton of eyes all over in a vast nothingness, so one evening I thought of switching them to the PSA tv's, and thats where it clicked, all it needed was an onslaught of warnings that you can't react to. Then after the PSA sequence, I had another monster jump and kill you, but I took that out, since it felt silly. I wanted to end it with a sense of empty dread.

The narrative is pretty loose, and I'd imagine ppl interpret it differently.. I'm kinda iffy about explaining what I was thinking, since it might sound pretentious or lock the vision into something singular, and I'm not sure what I've conjured up afterwards or in-progress, anyhow..  But, just for the heck of it. What I was contemplating on is the PSA is like a public concern that gets ignored, no matter how many tv screens, or no matter how many voices shout out there. And by the time the person who is in control (the player) is overwhelmed, its too late to do anything. And the monsters are the idea of death, like a cosmic death that's indifferent of what we do. Death literally at your doorstep. All of these things I say, they're the horror of the game for me.
(SPOILERS)

A Windows build with keyboard + mouse gameplay, playtime around 15 mins I think.