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Discharged's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #5 | 2.200 | 2.200 |
| Creativity | #5 | 2.800 | 2.800 |
| Design | #5 | 2.600 | 2.600 |
| Art | #5 | 1.800 | 1.800 |
| Sound | #5 | 1.000 | 1.000 |
| Use of Theme | #5 | 3.200 | 3.200 |
| Overall | #5 | 2.267 | 2.267 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Horror Mystery
Theme Integration
We used second person perspective cameras with an underlying mystery about what is happening. The controls may also drive you mad...
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Comments
I was unable to finish the game since I couldn't find all the memory items. I feel like I went inside every room twice, but must've missed something somewhere.
I think what turned me around most was the abrupt camera angle changes, and subsequent movement changes. So I was never 100% sure which direction I was going. My suggestion would be to keep the player moving in the same direction until they release input or change directions. That's what I did in my submission, and it's kind of similar to what was done in Resident Evil or Devil May Cry games
Its a good start! Obviously a lot of work to get rid of the Manny and Quinn characters as well as get some sound in the game. But its overall a decent start. The RE style camera is a decent take on Second-Person as well.
I don't know if it was intended or not, but there weren't any ghosts on mine. It was just Quinn and Manny for me. The doors did not open, the character just phased through. I like the camera angles. I also like the concept of the game and the direction it is going. It could benefit from sound or music and a little more in depth UI. I found one memory in the form of the pc, but that is it. I got lost in the maze lol. I'd like to see this game when there's not as much of a time restraint.
Yeah, unfortunately, we ran out of time for a lot of what we had planned initially, and we weren't able to incorporate any other character models or sounds into the project. Out of curiosity, what would you like to see in terms of more in-depth UI? Also, as for the other memories, they were hidden in other rooms that you had to walk through the door, which yes, phasing through the doors was intended, as it does kinda play into the story that kinda gets revealed as you pick up the memories, which is *SPOILER*you are the ghost*SPOILER*
Well I got all four of the memories but wasn't sure if that was the end of the game. I died right after too lmao so I guess I will never know but a cool concept nevertheless. Like Eric mentioned I think having controls be global axis based would make the game feel better to play. I also think that certain camera angles are a bit rough in the rooms and different cameras can trigger abruptly when walking the hallways. I also think implementation of occlusion masking (to see through walls of empty rooms), sound effects like footsteps, and eerie background music could have made the experience more nerve wracking and enjoyable. But I personally can relate to the time constraints life can have on a game jam project, I hope you all had fun in the end and got to take something away from this experience.
No there was meant to be a trigger box in one of the patient rooms after you get the 4th memory that you go back to and then it'd trigger and give you the victory screen and reveal the truth about the scenario to you, but for some reason that wound up not getting included in this build, so unfortunately it doesn't seem like the victory condition is in there or if it is I myself, have not been able to trigger it. Kinda ran out of time and was rushing to get a mostly functional and decent build submitted lol.
I like the idea. Kind of hard to control and gauge where I'm going when the camera switches. I feel the controls should have been global axis based instead of camera direction based. I did notice I could double click to move which helped. I seem to be able to phase through every door and the ghost would get me without being anywhere in sight. Finding the memories with those issues was very hard. If you guys get the chance to go deeper into this I'd love to see updates.
Thanks, we'll keep that in mind for the controls and try it out and see how it goes. Also, the phasing through doors was sort of intentional, which gets revealed via memory pickups and the end game victory screen, which unfortunately seems to be broken in the current build.