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How does the game fit the theme?
The 7th Chamber fits the theme “Trust No One” by making the player constantly question the information they are given. The narrator sometimes lies, sometimes tells the truth, and sometimes gives misleading instructions. The player has to observe the environment, test things for themselves, and decide what or who can actually be trusted.
What code and assets did you not make from scratch during the jam (if any)?
Almost All Assets, code and mechanics were developed during the Jam. We burnt out at the end tho.
How many people worked on the game?2
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Comments
Very stunning work for a jam. Also might be better to be able to reset room in a way. In first encounter with tesla electric thingy I threw the box and it went too far. So I got stuck at the room since box was not absorbing any electric at the corner of the room next to gate. Couldn't retrieve the box either and had to start again from the beginning :/
the visuals are stunning and the rendering is very nice!
the voice acting is neat too
though i had a problem with the lighting where the rooms were veryyyy dark and i couldnt even read the sign the narrator told me not to read, other than that and the game running at a very low fps for me despite me being on the lowest settings, this looks very polished!
Thank you! Really glad you liked the visuals and voice acting!
Could I ask what GPU you were playing on? The low FPS and the lighting issue might actually be related. It could be an older GPU driver that never received proper optimization for this, or a GPU that doesn’t fully support DirectX 12_0 Feature Level.
Since the game is made in UE5, there’s unfortunately only so much we can control on that side. We were generally targeting around a GTX 900-series or AMD R9 300-series GPU as the minimum.
The lighting definitely shouldn’t look that dark, though, so that sounds like a rendering issue rather than an intentional part of the game. If you let me know your GPU, that might help us narrow down what happened.
Thanks again for playing and for the useful feedback!
Really fun portal style game!
Very nice and enjoyable game, like people said has portal feel to it which is a good thing. And also it's very good to see a fellow voice acted game :D
Fun puzzle experience, with solid voice acting and great visuals. You guys did great!
That's some really incredible work you managed to achieve in such a short amount of time, great job, environments really nice, great job again both of you that's incredible !!
Definitely 5/5 visuals. Also loved the puzzles especially matching with theme. Nice audio design and voice acting. Didn't find any pause menu and UI probably needs more polishing but still a solid entry.
Wow, you did this in a week? That’s some really cool work! The level design is incredibly well-crafted, it gave me *Portal* vibes. It’s a really solid project; honestly, I didn't expect it to be this good! You guys did an amazing job!
Thank you so much! We were running on very little sleep by the end of that week, so hearing that the level design actually landed this well is incredibly satisfying haha.
The Portal comparison keeps coming up and we honestly love it. We ended up leaning into that clean-but-unsettling atmosphere pretty hard once we saw where the game was heading. Really appreciate you giving it a shot.
This game has probably the best visuals out of the ones i've tried! it feels like an horror version of portal and for this being made by only two people, this is REALLY impressive. it definitely is one of my favourites i've played so far!
Thank you so much, that genuinely means a lot to us. We spent way too many late hours tweaking the environments and lighting, so hearing that the visuals stood out that much honestly makes all the sleep deprivation feel worth it haha.
The horror-Portal vibe actually started as a side effect of us optimizing the lighting, and then we basically looked at it and went, “yeah… let’s make this slightly more unsettling on purpose.” Really glad that worked .
Also, being one of your favourites is huge for us. The narrator is probably very pleased to hear that too… which is exactly why you shouldn’t trust him.
Damn
I still cant believe this was made by just two people, the environments are insane...loved the game
puzzling, maybe even a bit unsettling and the narrator is definitely the best (lorewise the worst hehe) feels like superliminal meet portal
Thank you, seriously. We put a ridiculous amount of time into the environments, so hearing that they stood out means a lot. The narrator was probably the most fun part for us too—great character, absolutely terrible person lorewise haha.
And “Superliminal meets Portal” is honestly a really fun comparison. The unsettling side kind of grew naturally while we were building everything, so I’m glad that came through too.
Really solid entry for just two people! The lying narrator is a genius take on the "Trust No One" theme, and the atmosphere gave me serious Portal vibes. Just a tiny bit of feedback: the camera headbob was a bit much and started to make me feel dizzy, so an option to turn it off would be amazing.
Thank you so much! I’m really glad you liked the narrator and the atmosphere. We pulled a few all-nighters getting everything together and were pretty burnt out by the end, but seeing people enjoy it made it worth it
a lying narrator you have to second-guess is about as direct a "trust no one" as it gets. portal vibes and horror themes, and props for voice acting on a jam timeline great job for real
Thank you so much! I’m really glad you picked up on the “Trust No One” idea with the narrator—that was one of my favorite parts of the concept. The Portal-meets-horror vibe actually started as a byproduct of us optimizing the lighting, but once we saw how well it worked, we decided to lean into it intentionally. Also really happy you mentioned the voice acting, especially with how little time we had during the jam. Really appreciate you playing!
Great-looking game that gives me Portal vibes.
I got stuck on the Tesla Level because I threw the cube too far and couldn’t reach it. Then I got scared by the player’s loud and unexpected scream.
Anyway, it’s a really good game made by just two people in such a short amount of time. Great job!
Thank you so much! Glad the Portal vibes came through :D And yeah, the Tesla level can be a little unforgiving if the cube gets launched too far . Sorry about the unexpected scream haha. Really appreciate you playing and leaving such a nice review!
wow, impressive work to make a game like this in just a few days!
Liked the portal games vibe ;)
Thank you! Really glad you enjoyed it! The Portal vibe was definitely intentional, so I’m happy that came through.
Nice game, love the visuals!
Thank you! Glad you liked the visuals!
Alright, I finally have time to leave some feedback. So, in terms of the good things, is the fact it has voice acting, which is a nice touch for a jam, especially with a game this heavy in story, and it does introduce its mechanics well as a puzzle game, though some minor points:
- Narrator: some interruption sound for the narrator to maker when you don't let them finish like an "Oh." or "Hm.", so it flows a bit better. Also it could be nice to have the dialogs split up a bit more, so the narrator can return to what they were saying before, if they didn't finish it the first time. Another thing, during the ending sequence if you pick the button before the tape ends, the narrator will still say "Don't press the blue button", even after you already pressed the red one.
- Movement: A setting to turn of the camera bob, personally not an issue for me, but for some it might cause motion sickness, plus a raycast/shapecast check for the ceiling when crouching, so the player input takes effect only once you get into a spot where you can stand. Also something small, like a darker vignette when you're crouching could help the player realize what state they are in.
- Level design: while I don't have too much qualms with the actual puzzles, I would like to see either some more textures, or highlight around some edges when there is a hole in the wall, otherwise the player can just miss them completely since the rooms are dark, the walls don't have any contrasting patterns and those rooms don't have any light highlighting them, nor any dramatic light escaping them.
Thanks a ton for taking the time to write such a detailed review! We really appreciate it.
The narrator was actually one of the last systems we finished, and it ended up being a bit more complex than expected because it talks to basically every other system in the game through Blueprint Interfaces. We originally planned for more interruption/reaction lines and better handling for unfinished dialogue. A lot of those lines were actually recorded, we just didn’t have enough time to properly implement them.
By the end we were pretty much running on fumes — we pulled an all-nighter from Saturday into Sunday just trying to get everything into a shippable state So a few edge cases like the ending dialogue and some of the narrator transitions unfortunately slipped through.
The camera bob and crouching feedback is also really useful. We’ve had a few people mention the head bob now, so having an option to disable it is definitely something we should have considered. The ceiling check while crouching is a good call too.
As for the level visibility, that’s definitely fair as well. We were trying to keep lighting relatively restrained because it gets expensive pretty quickly, and performance was one of our bigger priorities during the jam. Because of that, some of those darker openings ended up being less readable than we would’ve liked. More texture contrast or cheaper visual cues around those areas probably would’ve been a better solution.
Thanks again for playing and for going into this much detail — it’s genuinely really useful feedback for us.
— Inas Dervišić, Lead Dev
Major portal vibes! Very cool game!
Haha, you’re not wrong. Our Lead Artist had just finished Portal 2 around that time, so I’m sure a bit of that inspiration found its way in there lol. Thanks a ton for checking out the game and for the kind words — really appreciate it!
Definitely seeing the inspiration. I thought some things were funny. I got stuck in the tesla room because throwing the cube didn't work and it landed in a spot I couldn't grab it anymore without getting electrocuted. The first time I took damage from the laser was funny but getting hit over and over with the electricity got annoying fast lol. Some other feedback: inertia for the camera is terrible, the headbob made me feel sick. You can sprint while crouching as well as stand up inside of tunnels. It would be nice if there was some UI elements to let you know when you could do things like interact with switches etc.
Great job though.
Thanks a ton for checking it out and for all the detailed feedback! A few of those were definitely on our list during development, especially the interaction UI, but we ran out of time and had to scrap some things for the submission build.
The camera/headbob is actually pretty similar to what we used in our previous game, An Estranged Forest — though fair warning, that one isn’t very optimized if you try it 😅 We never really got complaints about it there, so we assumed it was fine and carried it over. Definitely useful to know it can cause motion sickness for some people.
We’ve also been trying to patch that Tesla room soft lock. It’s a tricky one because the object is circular, and changing it to a cube would require a pretty major logic rewrite. Since submission is already over, we don’t think a change that large would qualify for the Bug Fix window.
Really appreciate you taking the time to play through it and write all this up. Feedback like this is genuinely useful for us, and we’re glad you still had some fun with it.
Yeah I know some people are really bothered by it, I guess I am too. Sometimes I'll try to stick a camera onto an animated character and have "natural" headbob from the built in animations, but even that feels kind of bad to me sometimes. I feel like this one I probably felt it more because of the inertia on the camera controls too. If time permits, if I do something like that I usually try to include an option somewhere to disable the headbob or whatever so everyone can play the game to their liking, but I also get that sometimes it's an artistic direction or choice and also maybe nobody has said anything about it before.
For the tesla room you could have two trigger zones? One trigger zone for actually being shocked which is smaller, and a larger trigger zone that when the cube gets inside it causes the tesla to target it and therefore stop targeting you.
Great stuff! Portal-vibes mixed with some horror themes. We had fun with this one on stream. Thanks for hanging out. :)
Thanks a lot for playing it on stream! Our Lead Artist was following along live, and I’m the Lead Dev — I caught up with the stream afterwards. Really glad you guys had fun with it!
Also, thanks for accidentally helping us discover a pressure plate bug . We probably wouldn’t have caught that one otherwise. Really appreciate you checking the game out and hanging out with us!
Of course! That's what fellow devs are for! Consider us friends now. :)
Very cool, reminds me a lot of portal! The environment and narrator made it very immersive. A few issues I had were the debug information showing on the right, and the head bobbing was a bit too much after a few rooms. Also I think an interact popup would be a nice addition.
Thanks a lot for checking it out and for the feedback! The Portal comparison definitely makes sense — our Lead Artist had just finished Portal around the time we were working on this, so there was definitely some inspiration there lol.
The head bob has come up a few times now. We used a very similar setup in our previous game, An Estranged Forest, and nobody really complained about it there, so we thought it was fine to carry over. Definitely something we’ll tone down in future projects.
An interact popup was actually on our list too, but we just ran out of time and had to scrap it for the submission build. And yeah, the debug info showing on the right was definitely not meant to be there
Really appreciate you taking the time to play and leave detailed feedback, and we’re glad the environment and narrator helped pull you into it!