Really loved the ghost animation and voice! Literally had the biggest smile whenever he showed up and I could take over again. Can see losing myself for hours in these kind of shenanigans. There's a lot of potential in this idea for narrative and game mechanics.
MrSupertash
Creator of
Recent community posts
I clicked the things! And also got something to happen automatically =) Since this is the first time playing an idle/incremental game for me, I'm not sure I totally understood what happened with the stars or how to make best use of the resources, but the base mechanics looked pretty interesting. It's a great start to what I imagine can be overscoped massively very quickly.
Thank you! Love to hear you enjoyed it! I'm sure I could find some better paragraph breaks in there but the intention with the longer blocks was to simulate the tunneled-in thought loops or rabbit holes or just racing/unstoppable thoughts. It's hard for me to read these passages, too. I also think a different font would have been better for readability but I got too close to the game jam deadline.
So I rather took the time to wrap it up with the start and end screen and the achievements. Quite proud that I made that work, otherwise people could miss so many things and not even know there's more to the game. And some parts are quite easily missable even on multiple playthroughs.
Thanks again for playing =)
this game is very cursed, by which I mean absolutely terrifying and hilarious and enraging, and a genius idea for the game jam theme "long story short" for which it was made. infuriating, spot-on writing and delivery. you will never want to get a job again. play at your own risk.
lol, are there two comments pages and this one here can only be seen by others who participated in the jam?
Fantastic game! Atmosphere, visual and sound design is impeccable. Storytelling through found documents / data types and the environment itself is incredibly immersive. There's a very cool wiring mechanic to serve power to different parts of the ship. It's a really impressive game that'll keep you hooked till the end. Very polished experience!
Thanks for your comment! The game doesn't have any interactions, yet, so you didn't accidentally miss something. Thanks for the hint with the high mouse sensitivity, I hadn't even thought about this aspect. The camera and control system is a Frankenstein's monster right now, also on my list to rework, although I do aim for some kind of desorientation with the camera. But you are right about the obstacles and some colliders getting in the way, especially in very crowded areas like the beginning. I do plan on more and different camera angles so some points of interest are more accessible. I'll keep you updates with future builds! Thanks for playing the game =)
It looks really fun but I guess needs more work, since it's hard to control right now. The WASD keys all moved the camera into their opposite direction from what I expected, and the attacks need some effects. Some enemies are apparently attacking long-range but I didn't notice since they were far off the screen or far from the player positions, and I couldn't see others when the action was right behind a building or wall.
Let me know if you work more on it, I'd love to give it another try! Although I'd always choose Very Easy since I never played these kind of games and am easily overwhelmed with how much is going on 😁
This is such a gem! The atmosphere through visual and sound design is so good. Such a serene experience. Even little waterdrop sounds when floating through an underpass. I really loved this. The level design is great and really shows off the environment. I was only able to find 19 orbs, though and couldn't find the 20th even when hitting restart, so I never got to see the 2nd level. I also thought that the collection radius for the orbs could be a bit bigger. Gypynkt's idea of them flying towards the player is also great. On some occasions I got pushed off of an icefloat and drowned, I think something with the collision boxes might be the issue. And I found 1 typo in the text box for the ice floats, I think. "Careful" had a character missing. Other than these very minor things, this is an extremely polished entry to the game jam! Really really good!
Haha, yes, the camera is janky. It doesn't really work too well with the player controller. I used the player controller from the Unity Standard Assets because that would allow me to animate the player movements, and then I attached a script for the camera on top from a Brackeys tutorial that was part of a complete simple character controller (without animations). I was very happy to get something working, though, but the camera and control scheme is definitely on my to-do list for improvements. I'm glad you liked the atmosphere =) Thanks for your feedback!
Thank you =)
Yeah, I will keep working on the game and let you know once there is more to explore and it has some interactions and story elements. I'm also quite happy how the lighting turned out, and I do want to give a feeling of disorientation, but I'm sure there are better ways for players to either not get lost, or keep the interest going to explore more, since there are no interactions yet at all, I'd think placing some items and puzzles would already help with that. Maybe I'll try my hand at triggering a map that fills out the already explored areas, too. I'll keep you updated with future, more complete, builds =)
Thanks for your feedback! Haha, I didn't think there were jump scares in the game. Initially I had the music looping and playing right from the start, but then i figured out how to trigger this static camera shot and thought why not let the music start from there, too. I want to work more on the overall sound and camera design. I had no time for footsteps, am not really happy with the middle jingly part of the music and hoped to be able to fade it out before, and would have liked to trigger some other sound loops somewhere in the game where it makes sense. I'm a little on the fence with the controls and camera, part of me likes that it's a bit out of control. My aim was a Silent Hill 2 camera, where James is off-center and you can trigger a wider shot but James might take a while to get back into the picture and "catch-up" to what the camera is doing. I also want to put more tilted angle static or tracking shots into it. One thing I have in mind particularly is a wide overhead shot when getting to the crossroads, so you can see there are multiple directions/paths from there, but I just ran out of time in the end and was happy that nothing really breaks the game. I'll keep working on it and keep you updated!