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ObaniGarage

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A member registered Oct 05, 2020 · View creator page →

Creator of

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Hey, thanks for your feedback and for streaming the game! It is indeed RNG driven when it comes to the eyes, but dealing with them is pretty easy once you figure out how to. What's not RNG driven but can be considered as such is the enemies's positions, as they're not reset upon respawning and you can't really predict where they'll be in your next spawn. So yeah, the game has some RNG-driven elements, but we thought dying wasn't too punishing since you don't really lose progress when dying and monsters don't respawn.


As for the frustrating part of not knowing where to go, it indeed can be annoying, and doesn't seem to fit the "gamejam game" type of gameplay where you boot a game and lose interest if you don't feel like making progress after a few minutes (not a criticism btw, I do exactly the same). The game does have an objective and an end tho, but it's true that not knowing it makes you unable to know if it's just another unfinished gamejam game or not.
We love exploration in games, and exploration games in general, and a lot of what this implies is not telling the player things he can discover. I now notice how unfitted for a gamejam it is to not even have a single message showing you have something to do.


We noticed after making friends test the game that it can be pretty frustratingly hard when you don't know what and how to search, as some of them took 20 minutes to finish the game when some couldn't after an hour of walking into corridors. But it's a hard thing to weight, wether to reward the player for finding something on its own or spoiling him what to do and have more people finish the game. We're still experimenting a lot in this field (and learning a lot too, our last gamejam game was 4h long and way more frustrating).

Strafing was removed intentionally, even though we knew it may feel a bit strange at first. We wanted to avoid players from just strafing away from danger and only allow them to look straight forward. We wanted to push anxiety a bit from not being able to look/move around easily. But yeah, it can be a bit uncomfortable.


Thanks a lot for your visual and sound feedback, we put a lot of heart in them and are very proud of the overall feeling of the game. Also thanks for playing the game on stream!

I liked the ambience which reminded me a lot games like the fears to fathom series. Too bad the mechanics couldn't really be implemented in time cause it would've been a pretty cool classic horror experience.

One thing that disturbed me tho was the cut between the tension music and the chase music. There didn't seem to be any transition between the two and it seemed often that there was a disconnection between the music and what the AI was doing. I often saw it staring at a wall not moving while the music was forcefully putting me into anxiety zone.

Yeah we went a bit overboard with the length and toughness (especially with how punishing being "detected" is), glad you liked it still!

We lacked testing and the game can be pretty hard to understand for how many mechanics there are in it (without counting bugs we forgot)

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Hold X/A (depending on PS or Xbox) to skip the cutscene (need to wait 1/2 seconds), SPACE on keyboard.


Also, controllers don't seem to work on Chrome (especially right and left triggers)

I don't know if that's really rough or really cool to hear :p

I didn't make the most important part of the art :the clouds, trees, grass, player animations and the base blocks of the grassy tileset.

Wow, I didn't expect to get such positive feedbacks after the first quiet days... Thanks a lot! I put a lot of heart and time in making this game, I can't credit the person that helped me for the first day but it really helped a lot in making this game to have good basic gfx :)

Hey I got exactly the same problem, maybe we should try to report this to somebody somehow

Unfortunately I don't think I can anymore, I've had big problems with the way itch.io handles uploads for this game jam...

Thanks! It's too bad that there's this visual bug with big pixels (lucky you if you didn't get it), but I really wanted to make a confusion dream for this level. Happy to hear you liked it, I was really unsure about it!

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So I wanted to test if I could upload a hot fix on my game's page and not for the gamejam, because I'm gonna make my friends test this game tonight.

So apparently, itch.io let's you delete your files but not upload them when you're in a gamejam, and it also autosaves the page if you delete the files. So I just deleted my files with no page backup.

I put on some backup links that are really the thing I least wanted to do, if someone can investigate this case please.


Thanks...

Yeah I kinda wanted to have a dream feeling where you can jump "as high as you want".

It didn't work out as good as expected but I did design the game this way, so that's how it is now. Also I wanted to change jump physics depending on the mood of the dream, so it might be confusing to change jump heights. But this game is about being confused so I don't know aha :D

Beep boop, I don't think anyone in this jam tested my dreamy game yet, so if you wanna https://itch.io/jam/brackeys-7/rate/1419738

lmao t-pose fun xD

This is a platform game about good and bad dreams with some quick narrative https://itch.io/jam/brackeys-7/rate/1419738

I made a cool game about good and bad dreams with some narrative, it's pretty chill, you might want to check it out :) https://itch.io/jam/brackeys-7/rate/1419738

Hey yo I made a cool game with some narrative and nice music, if you want to chill on an ambient game, it's cool https://itch.io/jam/brackeys-7/rate/1419738