Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rincus

14
Posts
2
Followers
4
Following
A member registered Mar 20, 2023 · View creator page →

Creator of

Recent community posts

Visuals is definitely a new area for us, and we so agree. we've been working on a new monster model that we're really proud of :) hope you get to see it. So glad you really felt our game!

Really fun :) felt like it got so much feeling into an idea that was genius in its brevity!

Hey!  Got it working in Chrome :) Thanks for the tip and love the bear btw hehe

Thank you for playing our game and for your feedback!! :) 

LOL the comment about horror games is so totally me. I actually am very afraid of horror games too before getting into developing this one :')

Thank you for taking the time to play and the warm welcome to the community! The very first change we've made on our development so far has been adding the custom model we rigged for the monster (capsule be gone!), and we'd love to get more feedback once we make that public. And totally agree on everything worth making better - there's so much we're looking forward to iterating on, and if you have any fresh feedback we are ALL ears! Every bit helps make us make better games.

Anyways, thanks for the thoughtful comment, thanks for the warmth, and really looking forward to playing your game tomorrow!!! Have a great day friend.

Thank you so much! So so glad you enjoyed it, and so glad you think it's on theme :) thanks for playing!!

Hey! Sorry for delay, been sick a couple days :) I tried it on mozilla. Will try it on chrome next unless you have a different preferred one? So excited to play it tomorrow!

I love how fluid the gameplay loop is! It perfectly appeals to the way my mind works that I can go fight enemies, grab loot, and bring it home and drop it off and then get right back out there. Feels very addictive in that sense, well done :)

Hey friend! Super looking forward to playing your game, as the screenshots look beautiful. But so far haven't been able to get past the first black screen. I attached a photo of an error report in case it's helpful! I was wondering, do you have any known fix? I will hold off on rating so I can get a chance to really play :)

Love the hand drawn artstyle of this game :)

Thank you kindly!!! It really means the world :') we're really looking forward to honing our skills further. We've been following your game in the discord for the entire jam, and we're so excited to play. The visuals are so so so charming. Will see you in the comments under your game soon friend!

Hey! Thanks for taking not only the time to play but also to construct such a wonderfully constructive comment :) so, so agree with you. Scrongus and I are really looking forward to doubling down on our UX and UI research.  A previous iteration involved a DDR style directional arrow system for the rhythms. Hoo! Talk about being too multi-tasking. Anyways, totally agree that it needs to get a lot smoother, and love the idea of the breathing popping up during more dynamic moments. Especially because we found out during our post mortem that we want the whole experience to play more slowly, more intensely, and more claustrophobic-ly. Would love to get your feelings on the next iteration of the game that we make :)

Side-note, it's just so fun hearing you describe yourself playing the game. Hearing that players are navigating the room, watching the monster, etc - being a game designer is so fun. Hopefully with more iteration we can find a way to make this mash up concept more accessible and more enjoyable!


Thanks again! - Rinucs

Thanks so much for playing! So glad you like the idea :) and honestly so agree with you, great feedback. We're really looking forward to iterating on this as a proof of concept and if there's any consistent feedback we've gotten, it's that the communication of the mechanics needs a lot of love. We think with some time and energy, there's a great core in here to be shared. We've already started planning out a tutorial update - would love to get your opinion again after we patch it!


thanks again :)

Hey all!

Rincus here :) thanks for taking the time to check out the page for the first game I’ve ever made.

On April 14th, me and my partner Scrongus started learning Unity for the first time ever. Needless to say: what a whirlwind adventure. We're so proud of the outcome, and it was so inspiring watching our fellow jammers push themsleves. Thanks for helping us be the best us we could be.

Seeing the active community inspired me to write a little Post Mortem! Hopefully the lessons we learned can help our fellow game devs, and I think writing them out is gonna help me and scrongus grow too.

Anyways! Our post mortem has 3 sections. Our plans for the full game, what we learned (and received feedback on), and what we're proud of. Here it is:

Future Plans:

•We think that GASP is at its best when the game is claustrophobic and intense. We find our favorite moments to be in closed rooms with multiple exits. We think a couple of these changes could take the game closer to a more intense, "breath-taking" pace:

-reduce monster’s cone of “vision”, or remove it entirely. So that the player can inch by them in a tight room, and that it can feel like fair game play.

-at the same time, reduce the speed of sprinting, slightly increase walking. We realized we could evoke the same feeling as the horror movie Don’t Breathe or the "room searching scene" from The Raid: Redemption so that it’s like a running game of inches rather than miles, evading a blind but intelligent foe.

-Use audio cues and visual cues to give a stronger idea of when the player is in a danger zone, and encourage them to inch out of the way instead of running clear across the map.

•Add in more custom art, add in stronger teaching elements

-We really like the grayscale theme of the game - for us it really recalls the way an anxiety attack or mental health struggle can feel. However, we feel that smoother level geometry could help to make the color scheme feel intentional rather than a “gray boxed” level. So going forward, we want to add more custom and intentional geometry to the levels.

-We think that the mash up of game elements can be challenging in its ambitious nature, and we intend to add a lot more player teaching and a smoother introduction of mechanics to the game. Longer tutorial, showing one control at a time, and cementing the nature of breathing/running/noises and how they’re intertwined.

-The monster’s visuals will get a big update, as our planned rig for the monster couldn’t be finished in time :’)

•More Levels, more audio, more content

-We spent so much time during the jam creating dynamic systems, so creating the levels was super fast, and we have many ideas on how to add a lot of content.

-We think a big kick of game feel could do wonders for the game. More audio surrounding the monster, audio telling you when the exit doors have opened, dynamic audio changes to shift with tone.

-There are elements of the story we didn’t have time to rig as cinematics that we’re really excited to add. The mental health theme of the game is very important to us, and we have a couple key narrative elements we want to add to drive home the feeling that the player is finding their comfort and warmth from the world.

What we Learned / What we would have done differently:

•Test the game on different systems!

-We should’ve scheduled more time early on to make sure the game was running optimally on different systems. Halfway through the jam, having bugs happen only on certain systems took a day of our time to resolve. Ultimately, we overcame the issue, but it meant less time and energy for other areas we would’ve loved to iterate further on.

•Playtest playtest playtest!

-We’re so happy to be getting your feedback now. We love growing and getting better. It would’ve been nice to queue up playtesters for the middle of the jam so that we could’ve adapted some of the feedback even faster.

New systems are hard!

-Not only was this our first time using C#, we also tried to use some more advanced (for us) concepts like dynamic lists, and coroutines, and C# events. Sometimes we lost time to making an advanced system work through a boggling bug rather than use two lines of janky code. But at the end of the day, what matters is the game, and the janky code would’ve made the game better, faster.

Simplicity! Brevity!

-If we had one more day to jam, the entire day would be focused on simplifying and communicating. We think that once learned, this game has some very high highs. Our next goal as designers with this game would’ve been building the metaphorical ladder to help new players organically reach those highs. A slower introduction curve of mechanics, a chance to learn about how noises work, a visual breakdown of the controls and buttons and iconography, as well as an interactive tutorial. 

What we’re super proud of:

•Originally (for the entire first half of the jam), the game had a Birds Eye perspective. Taking the risk of refactoring the game to first person and being decisive ultimately pushed it over the edge for us into being a really exciting premise, and we think it’s the best decision we made under pressure.

•A lot of the code is scalable. It may not have been smart for the purpose of a jam to create complex systems, but we’re so excited at how easy updating this proof of concept will be.

•At one point, we had to make a big call: do we emphasize making one perfect level, and call it a demo? Or try to finish a game with a start and ending. It’s a subjective choice, but we’re happy that we chose to make a game that could be played from start to finish without extra context. It was a big change up for us, as we have historically made vertical slices in order to hone our skills. But having to learn particle systems, and coding narrative elements, creating a real main menu - its made us proud that we have something that explains itself and can be played without us standing in the room. It meant a little less time towards refining controls, or perfecting teaching the players the controls, or perfecting one level - but for us as game devs, this is something that’s pushed us to learn more and add more to our skill set. Having a beginning and ending pushed us outside our comfort zone, so we learned a lot of new things.

•The community! This was our first experience being around other game devs, and seeing the friendliness, the feedback, the passion, the love, and the mutual effort just makes us so inspired. We’re really proud to be here and to communicate with you.

Thank you for everyone’s feedback, ratings, and time so far! And thank you for reading!All of your energy is appreciated as we hear it out on our journey to become better game devs every day :) and I’m so excited to read your own post mortems.

Best,

Rincus (and Scrongus)