leokrechmer 2021-10-06 12:18
Great idea! Death timer is running out too fast to me, but otherwise, amazing peice of fun! Lovely graphics and mood! Thanks!
Foon → Ludum Dare Explorer → LD49 → They need attention
By dock-frankenstein, Jaworz and KubikZ
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 987 | 3.34 | 43 | |
| Fun | 1150 | 3.03 | 43 | |
| Innovation | 730 | 3.31 | 43 | |
| Theme | 1230 | 2.96 | 43 | |
| Graphics | 651 | 3.72 | 43 | |
| Audio | 372 | 3.65 | 43 | |
| Mood | 107 | 4.12 | 43 |
Great idea! Death timer is running out too fast to me, but otherwise, amazing peice of fun! Lovely graphics and mood! Thanks!
Nice graphics and moody! Enjoyed it, was a little difficult to figure out what to do. Nice submission though well done
Nice spooky game and it prepares me for this year's halloween!
What I was thinking to start playing this after the dark XD
Amazing job! It is very well made and the atmosphere is so creepy. Well done!
A game with an amazing mood. I like the horror/suspense factor of the game. I also like the gameplay of always looking at "entities", there was always something terrifying watching me hahaha.
Congratulations for the game!
cool horror game! I like the concept, and the graphics are nice, but i would have prefered it if the monsters made actual movement/progress towards you, rather than an invisible healthbar going down. Other than that, good work!
Nice concept, but I couldn't beat the second level, I'm not sure if I fully understood the mechanics (I would look at the attraction for a bit and then do some work on fixing the level and then look back for a bit etc).
I really got the mood, but got stuck on the second level, I would love to get a feedback from the monster to see how much time I have left not looking at him.
@mr-danh Most likely you just took a small peek and expected you gave him full attention. Doesn't really work like that, even IRL. You have to look for a couple of seconds depending on how long you ignored them.
@basset-romain I think having little feedback from the attractions make them more mysterious as you don't know what they are supposed to do. Once again I think you got stuck because you didn't look for long enough. On paper players should react quickly as they are scared of "the monsters"
This game has a fantastic mood! Quite creepy with the creaking robots. I think it would be more fun if the challange lied more i clever ways to look at the things rather than having to be quick when looking away.
An interesting idea. I do think that the puzzles would be more fun to solve without having to constantly look up at the attractions, though. There seems to have been a lot of attention and effort put into the ambient spooky sound effects, but sounds that communicate to the player what is actually happening would be much more useful, and could still be designed to be scary. For example, the brick being thrown by the first attraction, I first thought was just a brick on the floor that I found. Having the sound of the builder attraction picking up a brick, and grunting as he prepares to throw it, then throws it, would communicate to the player what is going on, and also could act as a way of telling how long you are able to look away for (ie, until the end of the preparation grunt, before the throwing grunt). The very quiet impact brick sound, that is drowned out by the music/ambience, doesn't really do this effectively. I enjoyed the transitions, and was impressed that the one into the first attraction kept pointing me at the problem I needed to fix. It did still take me a long time to notice the broken tracks, though (facepalm).
It would be nice to know who did what in your team, and what (if any) assets/tools etc were used to make the game.
Thanks for sharing!
@samuel-hollywood-summers Hi, thanks for your feedback! So, answering your first concern, we actually thought that it would be a bit ambiguous. Although, if the attractions would, e.g., grunt, they would be much easier to stop. Also, you would kinda ruin the mystery that way. For the sounds that communicate with the player, you mentioned that there was more effort put into ambient sound effects than into the actual sound effects. Ironically, my friend Dock was supposedly sitting for like 20 minutes in the basement to record them, when I, for the main theme, sat down behind a keyboard for a minute or two. Also, sfx was quieter than the music, as the audio manager didn't want to cooperate with us (especially with me) in the last hours of the jam. As for our team, if I'm not mistaken, my previously mentioned friend dev, Dock, has updated the LD site by adding credits and tools used. In a nutshell though, Dock was the lead developer, who did level design, the sfx, and coded things like AI and some level stuff. Jaworz was responsible for all kinds of visual work and art. Lastly, I mostly coded mechanics and accidentally made the main music theme. Again, thanks for playing. It means a lot to us!
Interesting idea, it's a really nice spooky mood, it gave some FNAF vibes. One thing I didn't like was the wait time when you opened a box. I wasn't fully aware on when the enemies were going to strike and what should I do prevent it.
I assumed, by the name of the game, that I had to look directly at them, that part wasn't fully clear to me.
Very nice art and setting, really good job, Congrats on it!!
Sad to say, I really was hyped to play the game, then I couldn't get passed level 2 because the level restarts after short period of time with some white fade out. It is supposed to be like this? Is a game mechanic that I don't get or just a bug?
@ryjcio I don't know what you mean. The game cannot kill you while you look at the attractions or they don't run out of patience. Yes, we forgot to include a tutorial, that's why there's one on the page. If you didn't know that congrats, not many people pass the first level even with that knowledge
@dock-frankenstein I noticed this mechanic by myself in game. What I mean is on level 2 I always get killed when I interact with something, so it's not possible to prevent death at this point. I think it would be nice if the player couldn't be killed while performing interaction. For now it feels to be very unfair =(
@ryjcio I'm sorry, but that's literally the point of the game. You need to react fast and keep looking at the attractions
Opening menu already has me spooked. I think you all did an amazing job crafting the mood here. Even when the puzzles got tough to solve, I was happy to try again and again because the environment was pleasant (in that creepy sort of way).
On the puzzle design, I'm going back and forth in my head about how appropriate the challenges were. You definitely encouraged the player to test out theories rather than handing them the exact script--a true, hardcore puzzle! I do wish the right-click / left-click operation was tutorialized, but I figured it out eventually :)
You really dialed in the amount of slack the player has to look away, such as with the ghost I felt like I barely had enough time to even sit through the crank animation. That felt unfair at first, but once I planned which knobs took the longest ... I got through it. In another comment you said that I "received" more time the longer I paid attention to the attraction--I didn't test that out.
The last puzzle was definitely the hardest, and to be honest I am not sure I actually figured it out. I tested out a lot of different theories (order of switches, timeout, something like binary switches). Sometimes it seemed a little non-deterministic, as I repeated the order of switches, but got different ones flipping back at different times. (**SPOILER**) What ultimately worked was flipping the switches and waiting them out. If they flipped back, I flipped them again ... and I did this until they were all on.
Overall, each level design was simple but sufficient, and the assets were well done and definitely spooky! The puzzles were a challenge, _but I actually tried until I solved them_, which I think is a testament to the quality of your final product! Most jam puzzle games I don't really want the satisfaction of solving. I think you definitely ought to be commended for a JOB WELL DONE.
Great one and scary one too....
the atmosphere was pretty spooky and the gameplay was fun! Nice work!
Very moody and great art/sound design! My aim was too bad to complete the third level as the switches kept resetting, I tried with the god mode cheat and was stuck at an infinite jump scare :D
@bqq yeah, that thing is broken, although setting AI to 0 will kinda work like god mode, except... there is no AI
Interesting concept! I appreciate that failing a room restarts you from that room and doesn't put you all the way back. I unfortunately didn't manage to get past the second room, felt like I couldn't avoid looking away when turning the knobs so I kept failing before they were all done. Nontheless you really nailed the spooky mood, the laugh really set the scene!
i like how similar it is too hello neighbor but you made it in 4 days and they made it in years
it was pretty well made ! good job ! I think the last one was a bit too tricky as the lights switch off too soon But overall i really liked it ! Congratz
Very cool looking game. It worked very well and I had fun playing it!
good job!
It seems like you totally nailed the vibe you were going for, genuinely got freaked out on the final level when I died the first time!
On the first level when I was opening boxes, the fact that I couldn't turn around while they opened made everything so much more tense, I thought that was really well done. Although struggling to get the item out of the box once I found it didn't add quite as much, it felt more just like a bit of a rough edge because of the jam time constraints.
It wasn't clear to me whether looking away causes a timer to go up that resets when you look back, or whether it's a timer that constantly climbs up? Sometimes it seemed like I could reset it by looking back, and other times it felt like I'd used up the whole timer so the second I looked away I'd lose.
Incredibly creepy game here, great job with that :smile: :ghost:
@joeshanahan Thank you for feedback, although I am impressed that you were freaked out by the "most pathetic jumpscare of all time" as we call it in level 3. We didn't have time for a sound effect or polish, but the idea was for it to slowly flicker in and out (at least that was my idea).
About the AI: you can see [in the source code](https://github.com/Outgrass-Studios/LudumDare49/blob/main/Assets/Scripts/Entity/EntityController.cs) that each AI has a patience level. This level has a limit and runs out when you don't look at them. If it reaches zero, it triggers an action (eg. builderman throws bricks). You can restore the patience level by looking at the attractions, but it takes some time (eg. arsonist: 4 seconds).
You were right about the colliders. We didn't add any compensation for picking up, so in the case of very fin rails it was hard to pick them up. Another mistake was in level3, because our system didn't support multiple colliders and the Owl has two. We use the collider for the wings so there are some angles where you technically see the Owl, but it still triggers.
Anyways, thank you for playing our game
Hahah, it was just a really creepy image that I didn't expect to pop up so suddenly! I edited my playthrough and put it on YouTube - if you wanted to check it out, it's here:
https://www.youtube.com/watch?v=01dcU5RDzZk
Dandy idea! Nice graphics and moody! Enjoyed it, for me it was a little bit hard to figure out what to do.
Great game, horror games tend to sometimes get a bit overscoped but this game seemed reletivaly finished/polished and worked out great. Struggled a lot with the bird fella tho ha
I was terrified by some sound on the second level and had to quit haha. I'm not good with scary games...
This felt really nice and polished though and feels really well balanced with the amount of time you can look away. The two puzzles I got to see seemed obvious enough but not handed to you on a silver plate. I like that you were open to interact and move around as you get railroaded in some puzzle games completely negating the puzzle aspect... I like how you split the levels as well in a very smooth way.
The graphics and sound really create that tension and atmosphere especially with random cut outs and sound effects when you turn away like they could be doing anything while you're not looking... Terrifying...
I usually try to come up with some construstive criticism but I'm struggling since this feels very well put together. Although maybe I would have been able to if I'd kept playing!
Overall, really well put together entry!
What a moody game! Solid take on the theme, loved to play it (although I was scared haha) :D
Good one