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Half Left's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #15 | 4.304 | 4.304 |
| Horror | #52 | 3.652 | 3.652 |
| Sound Design | #98 | 3.522 | 3.522 |
| Aesthetics | #98 | 4.087 | 4.087 |
| Enjoyment (Best Game) | #105 | 3.522 | 3.522 |
| Story | #145 | 3.087 | 3.087 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Unity
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Comments
The concept is original and farily well-implemented, I love how the mouse's speed determines the "strength" of your movement/turn, it feels like you're physically struggling to move. One nitpick that I have is that having the mouse movements be "up = forward" and "down = backward" can get a bit confusing when you have to move east or west. It would be more intuitive and immersive if the mouse's "forward" and "backward" were relative to the direction in which the player character is looking at.
Now, I can't say that playing this game was necessarily "fun", but it sure was evocative and emotionally satisfying. Real Darkwood vibes out here, with the top-down view and lighting being so essential to survival. Also, dark and gloomy art style and masterfully staged horror moments (like that corridor in the very first level!).
But the main point of interest for me was the movement mechanic. It is a risky move to make basic movement in the game so deliberately difficult and frustrating, even, but it all paid out in the end, at least for me. Because the feeling of absolute dread and vulnerability that comes with this is just so palpably real. And also, being a person in the world and knowing about people with disabilities who have to use wheelchairs and how absolutely nightmarishly difficult even the most banal and everyday things can be for them (zombies is one thing, but god forbid if this game would have have a long stairway section - now this would be a real horror!), really adds up to the experience of horror. Game catches this feeling well, very clever control scheme design, with each movement requiring you to really physically push the mouse.
Overall, masterful work. Very impressive!
Thank you very much for your feedback. There are really tons of cool ideas that I want to put into the game design. Of course I will try to balance and bring the most interesting and suitable ideas to the product. All ideas I receive will be filtered and considered. <3
Crippled gear Solid V. Pretty cool game but the movement control is too tiring.
We will try to further improve this experience.
Even though the mouse mechanics are technically working, my hand actually hurt. It would be nicer if middle wheel + A/D keys worked like this:
Right now, when I try to move the mouse forward from a top-down view, my brain ends up moving it left and right instead of forward lol.
Other than that, everything else is quite fun. It would be nice if zombies left a corpse when they die - their vanishing breaks the magic a bit. I like the revolver being loaded one bullet at a time, though the level of detail feels inconsistent in some places. Also, when the flashlight runs out of energy, it would be better if it illuminated a smaller area; at some point, zombies I couldn’t see started pushing me, which felt a bit off. That we shoot from the wheelchair, some details are missing - like the slight rocking and recoil of the wheelchair. Those would be a nicer touch than the single-bullet loading of the revolver.
For unequipping, instead of using the X key, it would be super cool if our top priority -the wheelchair movementcould be assigned to the first key of the item keys, like the 1 key.
Overall, 7/10.
Thank you for your feedback. Rolling the wheel with the mouse wheel has been tested. But I accidentally realized that everyone's mouse wheel is very stuck so I temporarily abandoned that method. As for the rest of your feedback, in the official version we will update more about the visual.
I’m really glad to hear you’re planning to update the visuals in the official version — I’m looking forward to seeing how it evolves. Keep it up!
There are a lot of super neat concepts in this one. The flashlight mechanic is superb, and the wheelchair movement makes the experience much more tense. I love that the player has to juggle between different items as a way to manage resources and decide between moving, investigating, or fighting. That said, I found the execution of the movement system to be very cumbersome and more frustrating than exciting. I spent a lot of time turning in the opposite direction of what I was expecting and instinctively moving my mouse side-to-side or at an angle; I also found that the distance I would move was inconsistent, even when dragging straight from the top of my screen to the bottom. I think you would find a happy medium if the wheelchair was mouse-only control, where you simply drag the mouse in the direction you want to move, so that the wheelchair is still clunky to control and the gameplay remains tense, but it's more intuitive.
Thanks for the feedback. I'm also trying to find a balance in the movement system. <3
This is so good wtf? More people need to play this one. The art is superb, the atmosphere reminds me of Darkwood. One gripe I had was the unequip button. Why is it different and why X? I feel like pressing the number again should unequip the item.
Thanks for your feedback. I have considered the option of adjusting the keys to suit the player's setting.
too scary for me xD Fits the theme perfectly!
You've created a pleasant concept; I spent more time on it than I planned! Congratulations on the project!
Good to hear your review. i hope you can play the game to the end <3
The game's so polished with a very unique gameplay mechanic. I think you guys absolutely nailed it with the eviroment and atmosphere.
The game's a bit overwhelming for me personally, like it's trying a bit too many things in a single game. Both the stroller mechanic and light spectrum mechanic sound fun in the beginning, just kinda make going around and exploring the game really a hassle. Couple that with having to manually equip/unequip things to move around make the game having too many repeated step when I have to enter a new room.
I also wish tapping the same equipment can unequip it instead of having to tap X to unequip it.
I have designed both cases for now. If the general feedback from players is fast swapping, I will consider this case.
This is great. Never saw a game with a protagonist in a wheel chair. great concept.
Weird ideas always interest me <3
A very very great game, I love the flashlight mechanic with the different lights showing and masking out different things! Also the wheelchair mechanic, although I've seen it in other games before, is done really well here!
The only two nitpicks I have is sometimes I felt directional audio was a bit too harsh (if I turn just a bit the audio fall off and increase is two strong on both sides)
Also I kinda wish the mouse dragging for the wheelchair was forward and back relative to the chair's forward direction instead of just a global up and down direction, I found myself intuitively dragging up because my character was facing down and I wanted to actually move back.
Overall, great game, great art, great audio, I can tell a lot has went into this, good job!
Fast and attentive. No complaints.
The art and gameplay are really fun — I liked the idea and visuals a lot!
On the downside, I couldn’t fully enjoy it since it’s not adapted for Mac. There’s no mouse here, only a touchpad — and while it’s great, in this case it made things pretty hard.
Also, at the start it’s unclear where the start button is, because the text overlaps.
Thanks for your feedback on the Main Menu. I really didn't consider designing the game on Mac
Very nice game, good atmosperic and overall gameplay.
The control can be better; stroller mechanics can use the scroll wheel. Having some velocity to speed up is also good, cus it's very tiring and boring just to move around.
The lighting could be done better, a bit brighter would be nice. The combat mechanic is okay.
I still counter some minor bugs here and there, also the GUI was not really good to navigate around
Overall, very nice game
You mean using the mouse wheel to move? I considered that option but I was worried that many people had problems with the mouse wheel so I didn't implement it in the main version. Anyway, thanks for playing.
The game looks really cool. I liked the stroller mechanics. However, later in the game, this control scheme can become tiring for the player. But the game looks, sounds, and plays very well.
Glad you like the game. Honestly, I know pushing the cart takes a lot of effort from the player. But I haven't found many possible ways to replace it yet. I will try to improve it in the future.
This is such a well-polished game. Like, huge production quality, especially for a jam game. Can't imagine how you pulled this one off in just a week, but this is seriously incredible.
Limited and intentionally cumbersome controls make for some really intense encounters. You really have to consider your actions when entering a new room - check if your revolver isn't empty, charge the flashlight a little.
Environments are hands down gorgeous.
Overall, this really reminds me of Endoparasitic by Miziziziz. Very similar consideration for movement and play mechanics, very hands-on control scheme.
I made this product by learning a lot about Endoparasitic. In addition, I learned about Half Life, Dead Space, Beyond Citadel. I had planned this product for a long time. It just happened to be at the right time with GameJam.
That`s really cool concept. I quite like the wheelchair idea and spectrum - game really makes you not know what awaits you around next corner.
If you continue to follow the product. Who knows what else you will know ahead <3
This is one of the best submissions I've seen so far. The movement mechanic, the flashlights showing different kinds of environment under light, it's all very unique. Very good art! I think having to manually load the revolver, recharge the light and all the other manual tasks add to the anxiety value, especially when you're being attacked.
My only gripe with the game is the wheelchair turning - it's hard to actually rotate the way you want, i feel like it's too strong... But otherwise, a very good concept
Thanks to your reviews I can sleep well now. <3
This is a great concept and you've executed it really well! The art and sprites are really nice, like the bodies on stretchers that start moving when you come through the door. It all comes together really nicely visually. I found the controls a little confusing to get used to but figured it out. Great work!
What would you think if that pile of bodies could jump on you?
This game is amazing. It's executed so well. Almost all game design choices are excellent. The visuals and audio are great and the UI communicates vey well. I like that the flashlight can be recharged without needing to pick up batteries from the environment. When I tried switching items in hand, I initially expected the character to put away the item in hand automatically and switch to another item, but needing to put it away manually makes it more engaging and a realistic experience. That's a good choice for a game like this. The movement control felt intuitive enough even though I never saw/used a control like this before in a game. One thing I'd like to see added is a visual effect/indicator on screen showing you which direction you're being attacked from. I had my flashlight and the gun in hand but it took me a second to look around and find where exactly the enemy was. Overall a great game. Please check out my jam game Reporter Rex: The Haunted Theatre
The feedback on showing the location of the attack has been great. I will update it in future versions.
Super cool concept and really nails the horror. Art is superb and mechanics unique. The motion of mousing up was getting tiring after awhile, but I guess that's the point of wheeling around in a cramped, horror-filled hospital. Good stuff!