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cnharlan

13
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A member registered Sep 19, 2019

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Thanks for the feedback! I completely agree. We were a one-time team and unfortunately, our programmer had some prior commitments during the game jam that prevented him from getting the win/fail state completely implemented. Definitely would love to tie a nice bow on it later if I can get the three of us to commit to spending more time on it.

Yooo thanks for the comment, I appreciate it a lot. This was my first attempt at doing the audio for a game so I'm glad you liked what I was going for. I'm gonna be honest, I'm not a music theory guy, so it was purely intuitive in how I constructed the loops (just trying different synth patches and chords until it came together). But it sounds like you picked up on what I was trying to do with both the music and the sound design, so that makes me really happy to hear that it was working as intended.

Hey I'm glad you enjoyed it, and thank you a ton for the feedback. We've talked before about polishing up the mechanics and fleshing out the ending now that the jam is over, and hearing about your experiences is super helpful for figuring out where our focus should be going forward either on this or future projects. Thanks again for trying it out!

Wow, yeah Unsafe Passage is definitely going for a similar concept, thanks for giving it a shoutout, I'm going to be playing it for a bit to see all the ways they tackled similar gameplay beats. I'm hoping we can beef up the gameplay of our project sometime in the future, unfortunately, it was a case of us running out of time and being fairly inexperienced in working under the time crunch (only one of our members has ever done a game jam before). Thank you for taking the time to play and comment. Means a lot, and motivates us to do more.

Playing this gave me a huge stomach ache. Simple, fun, and the concept is fairly disturbing to think about as you're playing. 

Kudos for attempting voice acting, I think that was an ambitious goal to pull off and y'all managed to get it implemented. It goes a long way in cluing us into what's going on in the game. The dialog itself is a touch clunky at points, but it's very serviceable and I like its inclusion.

The map itself feels very abstract. I think this works for and against the game. Feeling like you are in a space that doesn't make a whole lot of sense and is hard to navigate can add a lot to a creepy tone, but I'm also left wondering what about this space is supposed to look like a sanitorium beyond some props in a couple of rooms. Its extremely dark and almost feels devoid of lighting. That works for the horror since I felt like I was seeing things in the darkness, but also leaves the game lacking in aesthetic quality.

Your ghost is incredibly creepy. I think this is helped immensely by the sound design. The reverb-y ambiance works incredibly well, and hearing your ghost's voice in that ambiance leaves me with a lot of dread while playing. If there was anything I would change, it's the hard cut when the audio restarts. Having a seamless loop would make the suspense feel just a little more real, and give me fewer reminders I'm playing a video game. As for the visual component, I'm shocked at how effective her pose is for creating scares (trying not to be too specific so I'm not spoiling anything). There's something about it that feels just uncanny enough that it's terrifying to see come out of the darkness.

Overall, nice submission. I think you all did a good job in the time allotted.

This game had me hooked pretty quickly. The Groundhog Day mechanic goes a long way in getting the player to wanna see what's at the end of the story. As far as art and sound are concerned, the minimalistic white style works very well for this corporate/science setting, and simple color choices convey meaning quickly to the player (having Mr. Davis in red for instance clued me into his importance). This was a really cool submission, I had a lot of fun playing it.

Thank you! I agree about the enemy encounters, and I think we were aware that it wasn't super clear to the player when we submitted. If we had more time I think that would be one of the top things we'd look at fixing. Thanks a ton for the feedback.

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Ughhhh the jumpscares. You did a great job in making me afraid of getting caught, the sound and animation go a long way in making me jump out of my seat when I lose. Your visuals hit the right balance in creating a creepy atmosphere, and the mechanics that are here are solid and feel good to play.

I think it's a little hard to feel like I have agency in avoiding the basement monster however since the clue I'm given is "try to not make any noise" but I have no way to crouch, hide, or turn the flashlight off. I don't believe that I'm hidden from it when I'm standing up and shining a light at the thing, so it becomes kind of a game of trying to kite the enemy AI into not getting me. Your scares are definitely effective, but I don't know if they feel earned for this reason. Still, I had a great time playing it!

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Wow, this was incredible. This game proves that you can create genuine scares without insane monster designs so long as your pacing and your atmosphere put the player in the right headspace, and you nailed that almost perfectly. This is one of the scariest submissions I've played for this game jam, excellent work.

I will say, if it's possible to put this up on the web, I would do so. I think it gives players even less of an excuse to try it out, and this is well worth everyone's time here.

Wow, I'm impressed that you pulled out an fps in the amount of time given. The psx style is something I love, and I think you did a great job. Audio logs were a nice touch to drive up the intrigue and tension before getting into the core loop of the game. All in all this was a very impressive jam submission. What it lacks in some overall polish in mechanics and art, it makes up for with ambition.

Super simple, but also super effective. I had a lot of fun playing this. I think your top down perspective really lent itself to your flashlight mechanic. Knowing most of the screen is in darkness and that a ghost could be somewhere around you is always a creepy feeling. The sanity bar works great in preventing the player from looking too closely at your ghost, which keeps it scarier.

Something to maybe do later on with another game is add some more flavor text and draw out the confrontations a bit more. Why are the locket and the mirror important to this ghost? What was that building I found myself walking through in the woods? Just a crypt? Is there any significance to it? 

This was really thrilling, especially the spiders coming at you during the second phase. I thought the checkpointed respawns were a really smart choice, as I felt like I could keep exploring all this game had to offer immediately. Sometimes the deaths feel a little random, but the enemy cards on the game page go a long way to helping the player figure out how to stay alive. I love the atmosphere and the monster designs were very creative. The abomination was a shock the first time I saw it coming towards me. 
I think the stamina for sprinting is a bit short and its hard to tell when I've used up the sprint or I need to go looking for a lantern refill. I guess you could make the argument that its adds to the horror that you could run out at any moment if you're not careful, but I think it also harms the immersion to have the player wondering about this stuff instead of just playing. The lack of cursor also made it difficult to pickup the keys at times, as i didn't really know where I should be pointing the camera. But all in all this was a great little horror game!