I really enjoyed the atmosphere you've created here, even if resource managers aren't really my thing. I wasn't really able to discern whether the shape of the ship mattered all that much - I found the most success in filling up the entire screen with modules, as there didn't seem to be a limiting factor in that regard (I assume this might have some bearing on the severity of certain events, as one time 200 people just popped aboard my ship in one go). I guess if there is more depth to these systems, I didn't catch onto it. Furthest I managed to get was year 26, where I lost because people were mad I killed some fish to keep them from starving - ungrateful lot. Anyways, I appreciated a lot of the aesthetic choices and the intriguing worldbuilding. Great work!
Tzeryushi
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Right off the bat, great atmosphere with the sound design. Instantly created a strong, uneasy feeling. Unfortunately this waned over time as I realized there was no real threat, but with some escalations and environmental changes, you could really nail the creepy atmosphere. Great work, hope you keep working on it!
Dang, never thought I'd get to be the laugh track in Rabbits! Very interesting stuff, though it did test the limits of my unfortunately short attention span. Regardless, I enjoyed this experience, and you've kind of inspired me to try and adapt some more Lynchian influences into my own work. Excellent job!
Very cool and unique take on the theme! I would love to see this fleshed out. I struggled a bit with the range and direction of the flashlight at first, but once I figured it out the game really clicked. I did find that I often ended up relying on the footstep sounds more than the screen at certain points, though. Regardless, this is a neat and enjoyable experience. Great work!
Interesting stuff. I like it when devs play around with breaking the 4th wall, but I think you might end up scaring people off the game with the windows notif sound. It definitely made me think twice when I heard it. Kind of a more stressful horror that I'm not too keen on feeling. If you spend more time preparing the player for that kind of an experience, I think the moment might land a little smoother.
I encourage you to keep exploring these types of ideas though! Just be mindful that people are trusting you when they download your game, but it's generally a wary trust. Still, you had some creative ideas here, and an intriguing, if not a little confusing, plot. Good work!
Nice work! Definitely takes advantage of the claustrophobic environment. With a little polish, this game could definitely shine bright! After a few plays I did notice that I could wiggle around the windows at the front of the house to pop yourself upwards a bit; this gives you enough elevation to phase through the collision, allowing you to skirt around to the front door very quickly. Got an 8 second speedrun!
Regardless, if you tackle some of the bugs you'll have a nifty little horror experience. I enjoyed playing, good job!
Nice narrative experience! The horror of tedium is a under explored concept in the gaming space, in my opinion. My main criticism of the game might be that the physical environment is underutilized; you could really drive home the point by having the player perform more of the monotonous daily tasks in the world, rather than have them pulled along by the story, which doesn't seem to mind what the player is doing outside of responding to prompts. Also, I managed to fall into oblivion after walking out the door while talking to my mother. Metaphor?
Regardless, interesting concept. I really liked when I could see visual changes in the world after making decisions. Good work!
Dang, the world ended just because I was sleepy...
Very cool! Great exposition and establishment of the setting. I played through a couple times but could never find a way out of the room that didn't end in death; I assume that's all that's in for now. Really makes me want more, I'm hungering for some plot resolution!
Anyways, great work!
I enjoyed this a lot! The shaders in the sewers added a nice touch and complimented the story metaphorically. I also enjoyed the TV dude's model. I'd recommend having a little bit of light on in the scene when you first load in to the sewer, however. Rad that this is your first 3D project, we're alike on that for this jam! Great work!
Genuinely fantastic horror experience! The gradual build in dread as you continue to fix the TVs, knowing something is coming, was well executed. Sound was great, the music was well utilized; everything you did here came together to make a great game. I tend not to jump much, but you definitely got me with the door scare when I tried to leave the house when being chased for the first time. Well done!
Cool visuals, off the bat! I was instantly taken in by the aesthetic. However, after a number of restarts, I still couldn't figure out how to progress in the game. The furthest I managed to get was cutting off my own finger, and then waiting for my opponent's turn, which seemed to never end. Whenever a dice was rolled, I never saw any indication of what was rolled, so I wasn't quite sure what to do.
Really hope you all come back and flesh this one out, because it's got a striking visual style!
This game is oozing with style! Great visual direction and voice acting. I'm not a huge fan of a lot of the puzzles basically boiling down to trivia knowledge, but I really enjoyed the waiting one.
I don't know if it's my penchant for being where I shouldn't, but I managed to softlock myself a few times; I headed backwards through the vents into the first room after going through the door and got stuck behind the cabinet, and you can very easily get stuck by heading back through a closing door. I also encountered a consistent bug where if I interacted with something in the next room after dying, it would reset me to the last spawn point, behind the recently closed door. While I'm nitpicking, the distance blur is a little brutal at times, and might benefit from being tuned a little, but that's mostly personal preference.
Regardless, fantastic work, especially for getting this done in only a week! Lots of cool ideas in here. Really enjoyed playing!
Cool stuff! Really liked the lighting when the saucer was overhead.
If you're looking to squash bugs, the first time I played I got softlocked outside when I closed the door after looking at the saucer, and I couldn't get it to open again. Also, the first time the alien ran past the window, he was sideways; not sure if that was intentional or not.
Nevertheless, good work! It seems like you're planning on fleshing this out more; I'm excited to see what you make. Keep it up!
Fun stuff! Definitely got my heart racing as the screen started to fill up. I had a bit of trouble with dealing with monsters that had the same answers though, as I'd want to be targeting the one that would reach me first, but I'd hit another one instead. Still, super enjoyable and exciting to play. Good work!