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A jam submission

Hivemind ReduxView game page

Submitted by JohnGabrielUK — 20 hours, 57 minutes before the deadline
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Hivemind Redux's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#14.4724.472
Overall#44.1194.119
Accessibility#53.6673.667
Graphics#54.5834.583
Theme#64.5004.500
Controls#114.0564.056
Originality#293.9173.917
Fun#323.6393.639

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1.1

Wildcards Used
Button Smash, Rage Room

Game Description
Co-ordinate three different creatures in order to escape a facility!

How does your game tie into the theme?
The protagonists, around whom the gameplay revolves, are cute little alien critters.

Source(s)
Coming soon!

Discord Username(s)
JohnGabrielUK

Participation Level (GWJ Only)
This is the forty-fifth GWJ entry I've been involved with.

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Comments

Viewing comments 27 to 8 of 27 · Next page · Last page
Submitted(+1)

Really great entry! It was cool seeing all the updates in Discord, and I'm really impressed at how polished it feels on all fronts! Gameplay, visuals, and audio all feel very fine-tuned. The only weird thing was that using Ctrl to descend in water felt a little awkward in tandem with WASD, but that's only a minor nitpick. It's especially inspiring knowing that this is a reimagining of an older game of yours.

Excellent work!

Developer(+1)

Thanks for playing! I agree, Ctrl wasn't the best choice. I've just added a keybindings menu for v1.1, which will go up after the jam ends, and I think I'll change the default binding to be Shift while I'm at it.

Submitted(+1)

Such a good game. Super amazing how you managed to do all this in such a short time span. Super astonishing! My only complaint is that there might have been some cool levels with the game mechanic if the game had lasted longer. But surely they would have been hard to manage in such a short timeframe. Thank you!

Submitted

Amazing work, so cinematic!

Submitted(+1)

... well... wow! haha Amazing job! Great atmosphere, very polished and great attention to detail, like the door unlocking anims and muffled music underwater. Small details making a huge impact

Submitted(+1)

Wow, really polished game! Congratulations with this game, very impressive stuff!

Submitted(+1)

How in the world did you manage all this?!  It's very inspiring!  The game was very charming, it made me think of Jet Force Gemini.  I was very impressed with all the animations and vfx for things like the hacking sequence or the pipes bursting as the pods broke open.  Awesome work!

Submitted(+1)

Awesome entry, i don't know how you manage to polish it like this in only 9day.  

Submitted(+1)

Impressive work! Just thinking we had less than two weeks to make our games, I really admire your result in every aspect!! I only missed two things: a map UI and more visual feedback to know which critter I am using.

Great game! 

Submitted (3 edits) (+1)

Wow! Such an awesome game! Such good mechanics and graphics! Such a thoroughly made game is the last thing that I would expect in a game jam with such a time limit. There are still some things to improve:

1) Why doesn't the game have an itch.io page? (But this is minor, not so important.)

2) You should have properly explained that you can press Q anytime to switch characters. It took me long to understand this. I restarted the game two times because I didn't understand it and thought that the game was bugged.

Otherwise, the game is brilliant! I liked:

1) The character-switching mechanics are cool! (You should have only explained it better.)

2) The graphics and the look of the critters are good.

3) The audio part of the game and the half-horror atmosphere were nice.

4) The game takes place in a quite big map with several locations.

5) I would consider points 1-4 nothing special if this was a paid triple-A game. How did you manage to create such a masterpiece in nine days? That's incredible!

This game might win the jam.

PS: Your game uses the Button Smash and Rage Room wildcards. However, I didn't spot a quick-time-event or a rage room in the game. Does the game contain some secrets that I didn't find?

Developer

Thank you! The game does have an Itch page - look for the "View game page" button next to the name at the top of the page.

"The game doesn't explain itself properly" is a bit of a longstanding problem for me. Perhaps I ought to take a leaf out of Breath of the Wild's book and have button prompts on the bottom of the screen unless turned off in the settings.

Admittedly, my claim to have used the wildcards is a bit dubious... originally, the way you smash up those computers was going to be a lot more frantic, filling the Button Smash wildcard, and Rage Room was the inspiration for the scripted sequences like the bridge being destroyed or the capsules shattering.

Submitted

OK. I didn't know that the game had a page... That link is so invisible...

Submitted(+1)

Very nice to see the finished project! There's a really great amount of polish to this, i'm especially impressed by the rigging for the characters.

Honestly, not a lot else i can say that others havn't! Enjoyed my time with it, reminded me a lot of games like Lost Vikings.

Well done!

Developer(+1)

Thanks! You know what, I probably ought to give that game a go - I've never played it, despite liking one of the tracks enough to commission a remix of it...

Submitted

Damn, that slaps

Submitted(+1)

I really enjoyed watching your progress in the discord channel this week, and the final product did not disappoint. I was say I thought I had to talk to the other critters in order to switch, so imagine my surprise when I needed to get all 3 to the same point. Are you kidding me??? 🤦🏻‍♀️So yeah. Other than that I really enjoyed the game. And nerdy me enjoyed the different options you had in your settings. Great entry!

Submitted(+1)

Another great game from John Gabriel!

The graphics/music/sound effects and ambiance are all top notch, only complaint is the relativity short length of the game which is completely understandable being made in a week game jam, love it!

Looking forward to #46

Submitted(+1)

Very little I can say that hasn't been said, but the level design and atmosphere remind me of Half Life in the best way.

Developer

I had Half-Life in mind when I was making it, so I'm glad it came across! The "something falls and wrecks the path forwards" bit, in particular, is definitely inspired by Black Mesa.

Submitted(+1)

The level of audio/visual quality was just incredible for a game jam. The animations too, and even the loading screen! As others have noted, the backtracking was probably the biggest issue, though control customization would have been nice too! (I’m a weirdo that doesn’t have ctrl easily accessible when my keyboard is in gaming mode)

Developer(+1)

Thank you! Honestly, I should just come up with a bit of code I can drag-and-drop into projects to have key rebinding, because it's my least favourite thing to implement. So finicky, especially if you also want controller support! But very much worth doing nonetheless.

Submitted

That’s exactly what I do – I have some scripts to generate a grid of binding buttons for actions, that I can just drop in the UI: https://github.com/rcorre/wildjam84/tree/main/bindings

Submitted(+1)

An honorable showcase of fidelity and smoothness to be expected from a proven veteran of GWJ.

A nitpick I have is that the picker interface, in my opinion, works best when the bugs are in very separate places. A good example of this use-case is Goodbye Deponia, in a section that has you control 3 clones operating in separate environments.

I'm curious of the resources you have used and what you did yourself.

Developer (1 edit)

That's a good point - I think it would work well to have sections in which each creature has to use its unique ability to make its way to the goal, or else give the player a way to quickly move all three creatures once a checkpoint has been reached.

Stuff I did myself:

  • All of the 3D models/animations (which took up most of the development time)
  • All of the code
  • The glyphs for each creature (I don't actually know how to use any vector image editor, so I did those in Blender too!)

Stuff I got off-the-shelf:

  • The music (by Pizza Doggy - used with permission, with the requirement that I leave the tracks out of the public source code repo)
  • The sound effects (with the caveat that I edited/combined them in most cases, but still)
  • Things like the lens flare and twinkle textures you see when a capsule is overloading (taken from asset packs bought on Itch)
  • The keyboard icons (from Kenney - natch)
Submitted(+1)

Mind blowing level of of work and details was put in this game.

Excellent atmosphere, animations and level design. Kudos to the environmental change and cutscenes.

A Stellar work you can be proud of. I had a really fantastic time playing it.

Developer

Thank you - really glad you enjoyed it!

Submitted(+1)

Holy shit! The sound design, the animations, the menus, it's all so polished! If the environments were done up a little and there were a few more levels it could easily be a full game! Brilliant work :D

Developer(+1)

Ah, the eternal siren call of "make it into a full game" that so oft leads one to dash one's ship upon the Rocks of Overscoping. I hear it so often, and yet I have lost the no claims bonus on my boat insurance one too many times...

One day. One day. Thanks for playing!

Submitted(+1)

Wow. Others have pointed out how impressive this is, and I completely agree. One thing that jumped out to me was how much the level felt like a sci-fi environment without there being a ton of stuff going on. The music, colors, lighting, and design really sold the idea. The walls and floors are mostly just solid colors, but the angular window and door shapes, and especially the recessed lighting in some of the rooms and ramps really sold the concept. Great environmental design.

Oh, and I often "hack" my devices the same way the Guardian does. 

Developer

Percussive maintenance is the way to go! Ideally I wish the environments had been a bit less flat, but trade-offs must be made. Thanks for playing!

Submitted(+1)

I loved the art direction of this game! Honestly what can I say I'm surprised you managed to do this in a week considering how professional everything looks :D


I do feel like the speed of the critters could've been a biiit faster but hey, I think it fits the mood of the game

Developer(+1)

Thank you! Will add energy drink DLC as soon as the jam is finished. :P

Submitted (1 edit) (+1)

Exceptional skills on display, as usual from JG. The AAA-style menu and camera programming is unlike anything one sees on the game jam scene. The character models and animations also need to be isolated for praise. For so many devs, it's such a daunting task in and of itself during the limited nine-day timespan to get a basic game loop done, that one rarely sees this type of third-person environmental exploration with fully functional models. It's just a one-man army.

I do concur however that the gameplay was a bit bland for me. Usually need more of an incentive to overcome the more head-scratching parts of the level design puzzles, but it wasn't established enough what the overarching reason was to surmount them.

Not sure if it was by intention (to help overcome the aforementioned blocks), but the camera clips through the walls.


Nonetheless, any time I see a solo John Gabriel game on the submission list, it's a must-play to see how far the envelope has been pushed in the Godot Wild Jam. Excellent work as always.

Developer(+1)

Thank you for your kind words! The camera wasn't intentional, per se - it was more of an oversight, and by the time I realised how much of a problem it was, there wasn't enough time to properly fix it. I tried simply adding a raycast that would prevent any geometry from getting between the camera and the player, but the results were pretty janky.

And yes, story - and, indeed, gameplay - were a bit light on this one. That's the result of focusing too much on learning new things in 3D, but nonetheless, I'm really happy to have learned what I did. Thanks for playing!

Viewing comments 27 to 8 of 27 · Next page · Last page