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Studio Noble

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A member registered Nov 13, 2024 · View creator page →

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Wow, that's very cool. Thank you for sharing!!

I can see your vision of what this could be with some more detail. The more I played and got used to the mouse movement, it made me think of how this could be turned into some unique experience as a rail-shooter, sort of like Crypt Killers for the PS1 if you've seen that, lol. Nice effort!

Very cool! I really liked the end scene and having control in the office; it caught me by surprise. Also loved the final enemy design.

I have to ask, how did you go about implementing the dialogue sound effects as the therapist speaks? Any videos that you may have as a suggestion?

Great atmosphere! I enjoyed the tension the entire way through. I think the flashlight could be a little more powerful out in the grassy area and a little less powerful when in doors. Just had issues looking around the tower when I was trying to inspect things.


Nice job!

Controls felt great, and if you were going for eerie, you definitely achieved that. Loved the window level lol. Great job!

Great enemy design, and the entrance of the enemy was pretty scary! I think a checkpoint would be helpful, and I wasn't sure if you could carry more than one item at a time? I got used to it by the end though. Super smooth controls as well; nice job!

Thanks so much!! I can totally understand that, and I agree! After finishing, I realized how that tension does quickly fade. Thank you for the feedback!!

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I liked the uniqueness to the story, and it was fun seeing what each floor offered. The designs of the characters on floor 9 were gnarly lol. I think there should be a little more direction for the player - at least at first..

Super eerie! Nice job using the grayscale-like colors; it really worked with the mood of the game. Also, that white face that pops up was perfect. 

That chase was amazing! One of the most fun parts of any game I've played today. Also really like the animation of the tackle that occurs. Nice job!

Great aesthetic and design of the enemy. I agree with zethicus with adding some more sound effects, especially for the enemy! 

Getting caught got me good a few times. I def jumped the first time lol. Nice job! Love the enemy design too. I think the footsteps could be a little louder.

Nice job! I'm enjoyed the point and click integrated with the visual novel aspect. Great art as well!

Top notch atmosphere. Great use of music as well. I would suggest a hint for the rug puzzle. Also, thanks for letting us get inside the fridge.

Thanks so much for trying it out! I really appreciate your feedback!!!

Hi there!

I used two of your tracks in my first ever game for a Horror Game Jam. If you end up trying it out, I'd love some feedback. Also, your track listing here is just amazing in general. I plan to use more tracks soon.

Link to game: https://studio-noble.itch.io/just-a-minute

Link to Game Jam: https://itch.io/jam/themed-horror-game-jam-20


Thanks!

Hi everyone!

I'll try and keep this straight to the point. As a solo dev I just finished completing my first ever game for my first ever Game Jam. I learned so much, but most importantly, I realized how much I enjoyed the process, and I want to become better and build a following. Links for the Game Jam and the game are at the bottom of the post.

Some Context First: For the Themed Horror Game Jam #20, I tried to create a game that incorporated a lot of the skills I have picked up through Udemy courses and YouTube. This led me to create Just a Minute, which is a game where you complete class assignments on a tablet with an antagonistic-like character jumping in to deliver some creepy lines until the game finishes its 10-20 minute playthrough. It's more of an interactive, one-shot story than a traditional video game.

Feedback: I would absolutely love any sort of constructive feedback you could provide for my game. I put a lot of energy into learning Unity, and I want to keep moving forward. I have a lot of ideas I am excited to bring to life!

Advice: I found myself struggling several times throughout development, and I wanted to list some of them below. If you have any helpful insight to any of these struggles, I am all ears. I am also looking for general game development advice as well, not just about the struggles I had below.

Struggles

  • Lighting - This was unexpected! I saved lighting for last, thinking that it would be quick and easy. I realized that some of my characters did not have shadows, and some had faces that were not quite bright enough. I ended up using point lights and placing them in front of characters to brighten their faces. Is this common, or is there a better practice or workflow that someone may know of when setting up Lighting in a game? Maybe a workflow based on the type "mood" one's game is going for?
  • Post Processing- I also saved this for last while working on the Lighting. I felt like most of this was just trial & error until things looked "right." For a horror game, are there are "must-have" Post Processing tips anyone has? My game uses many Cinemachine Cameras, and I noticed that while I was able to have each camera use their own Post Processing profile, there were other "global" options I never quite figured out how to move into their own Post Processing profile without impacting every single Cinemachine camera in the process. For example, the only way I figured out how to add Screen Space Ambient Occlusion was to enable it on the PC_Renderer asset. This made it so that it was applied to all of my Cinemachine cameras instead of just the ones I wanted the Screen Space Ambient Occlusion applied to. I did not find a solution for this in time.
  • Multiple Cinemachine Cameras - There are many cameras I used for creating changes between "scenes" in the game. I found it much easier to just switch between many different Cinemachine cameras instead of updating a single Cinemachine camera's position over and over. I know this can't be the best way to do this and must have impacted performance, but I had issues with getting the camera to smoothly move within code. Is there a "best practice" for how to update a Cinemachine camera through code and keep it smooth and consistent?
  • Animating Characters - This was the most difficult experience I had in development. I was thinking it would be the most fun and easiest part, but I was so wrong. I used Unity's Animator system, but I found myself constantly having to place my Character game objects in empty parents as "holders" so that the animations would stop teleporting the character around the map. I felt like I was crossing my fingers every single time for the animations to just work! I've seen a lot of people recommend using Animancer. Is this worth it to solve frustrations like this? There are also some clipping between character animations. I think I know why this happened, but I'm open to any suggestions.

What Now?: After completing my first game jam, what would you suggest for someone that wants to continue moving forward as a solo dev? I am currently setting up an Itch page, and I thought it might be beneficial to setup a Bluesky account as well.

Themes Horror Game Jam #20https://itch.io/jam/themed-horror-game-jam-20

Just a Minutehttps://studio-noble.itch.io/just-a-minute

Thanks to all and any advice and solutions you may have!