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Whiteout Signal's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Lore | #11 | 2.667 | 2.667 |
| Theme Interpretation | #12 | 3.000 | 3.000 |
| Polish (Bugs. 1 star is many bugs) | #14 | 2.500 | 2.500 |
| Sound Design | #15 | 2.667 | 2.667 |
| Level Design | #17 | 2.000 | 2.000 |
| Build-Up | #17 | 2.333 | 2.333 |
| Overall | #18 | 2.396 | 2.396 |
| Horror | #19 | 2.167 | 2.167 |
| Camera Usage | #20 | 1.833 | 1.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hmm. There's a lot to recommend here, but ultimately the game locked me into immobility on an unhelpful screen.
The atmosphere above ground was nice, the music was solid, I liked the guidance beacons initially, though they quickly became overused. Not being able to combine keyboard inputs presented a real problem when using tank controls for fixed cam. Atmospherics and sound design were nice, the models were appropriate to the era you were emulating - and I enjoyed the sudden switch to panicy-first person! There's a LOT of trudging around without anything to reward or further interest the player. Still, for a fan of fixed multicam, kinda interesting. =)
Thanks for the feedback and playing!
I'm no expert, but I'm pretty sure a t-shirt and jeans are improper attire to be exploring an arctic facility. Yeah, that guy's gonna die of hypothermia pretty quick. I really dug the atmosphere and the buildup in this game, owing in large part to the awesome music, but the level design really holds it back. Giving us big glowing waypoints and blocking us in with invisible walls rather than allowing us to explore the world organically just isn't very engaging, especially in the monster den when we have to find the 7 interaction prompts. Not being able to walk and turn at the same time in fixed camera mode is pretty awkward. And there's some weird logic with the progression too. Why do we need to explore the attic and the 2nd living room if we don't find anything there? Why does merely picking up a key unlock the doors and warn us we shouldn't have done that when we haven't done anything with it yet? The ending chase is awesome and pretty much redeems the whole experience, except for one important detail: the invisible wall at the first junction in the sewers tells us to always go right, but if you do that in the chase, you're back at the monster den from the start and you die, so the game taught us wrong. To be fair, you go right both times before that, I think. Then when you respawn, the monster and the music don't. That chase is rad, it just needs a bit better level flow to support it.
Thanks for the feedback. Yup I just rushed to use a character that was available to me atm since I ran out of time lol. Thanks for playing
Part 2:
Part 1! I'll upload part 2 once it processes in youtube. Sorry I didn't edit this at all, and I was likely a bit over critical at times. Cool atmosphere!
Loved the sound and the atmosphere!
Tried the first game and it was not static camera. Then I tried the second, and after two failed starts (the first I went backwards out of camera and coudln't return, and the second began with the wrong camera), I could play it. It is really creepy! Good work!
Thanks for playing, there are 2 maps the snow and the sewer. Initially I had planned on adding more camera angles in the first map but had no time left.
It seems you managed to play the game, if not let me know!!