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A jam submission

Inside your wallsView game page

Submitted by Hollie31415 — 10 hours, 40 minutes before the deadline
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Inside your walls's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#63.9294.077
Overall#173.1693.288
Audio / Sound Design#173.0393.154
Gameplay / Fun / Engagement#302.5942.692
Art Style / Visuals#313.1133.231

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
An horror game in halloween house

Game Engine?

Unity

Game Engine / Tools (Other)
Maya/Blender/Google_Sheet/Google_Document

Self-made & used stuff

Graphics/Art (e.g. models and/or textures)

Have you joined a game jam before?

Yes

Roughly how much time did you spend developing? (in hours)
60h

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Comments

Submitted

The theme was a great idea and the visuals work really well for it.
The problem is there's control issues: 

Pressing esc to return back into the walls conflicts with pressing esc to disable fullscreen.
A 3d browser game should have an option for camera speed because it's too hard to get that right for everyone first time around.
There was no real difficulty in terms of gameplay aside from fighting with the camera.

This is a great idea for a game that just needs gameplay improved.

Submitted(+2)

this game was a VERY frustrating experience, in a good way of course xD

Going back and forth between the rooms where literally EVERYTHING looked the same was infuriating, ahaha. i even missed where the base was at the end and couldn't finish the game haha

still, just poking around with stuff and seeing the uhh... curious househeld was certainly very fun. it is quite petty to just... steal a pen, though. i've stolen a hundred pens accidentally from my friends, lol


that aside, while i do realise that the similar-shaped atmosphere is good for this type of game, i certainly would've appreciated some kind of mini map or something. getting lost in game is something im very fond, like when i just to get lost in the older legend of zelda rpgs, but when everything looks the same, it's not the similiraity that's fun, it's the suspense of whether in the next room i'll find what i'm looking for or not lol.

also, pressing escape in the web version makes your fullscreen go out, which is annoying because you need it to access an important mechanic. still, it wasn't game breaking or anything. also, pressing e to select is quite hard when i don't have the small dot in the middle. maybe that's just me though.


the sound effects were okay. the art was pretty good. i really enjoyed it.

keep it up.

Submitted(+1)

Love the idea and the execution. It was surprisingly fun to just be sneaking around and taking stuff. I love the small ambient noises/music. 

I didn't feel any urgency or, honestly, difficulty. It never felt like I was at risk of failure. Also, playing on keyboard + mouse, the mouse kept escaping the game bounds while I was trying to look around. That may not be anything done wrong on your part but it was a little annoying. 

Great, great, great submission!

Submitted(+1)

Thx god i found game what a maked in theme =D
Dude, vibe is awesome!
But i rly sad game didnt have ending, and bug with rotation in controller rly unconfortal

Submitted(+2)

Apologizes for repeating the last review, but I really have to shout out the theme interpretation here! You took "Uninvited Guests" and crafted it into a creative, well-thought-out game, in which the player is the uninvited guest itself - brilliant! The game itself is also presented very well. The art style is unique and works extremely well for the claustrophobic and horror vibe that the game takes on. I love the muted green and simple line art.

That being said, the aesthetic of the art did hinder functionality though, in my opinion. I think it works in that it's difficult for the player to see where they're going / what they're doing, as that's a great aspect of horror games and suits this one particularly well. But I felt that at times, I was frustrated by the lack of detail and clarity. This observation also carried into the menus and UI, which, I understand can often not be the focus in a 4 day jam, but the plain font text and regular sized buttons did contrast with the vibrant and expressive style of the rest of the game.

It was a good move explaining the controls well, and I also love how you added controller instructions too, a detail I don't often see but quite appreciate! (I'm sure someone out there is rating game jam games with a gaming controller). But, though the controls were explained in great detail, I found the mechanics hard to wrap my head around. In my opinion, the camera movement felt too fast and abrupt, and the walking felt jarring and hard to understand.

For me, the high points of this game were the presentation, style, and creativity. Though the execution would benefit from some improvement in terms of clarity and polish, the idea is great and the game is brimming with creativity. Congrats on submitting your game!

Thanks a lot for the review

Yeah, we unfortunately couldn't do much playtest with the jam format, I see what you mean withe the lack of details and clarity. Idealy we should have added some small details in specific corridors, or maybe a creepy hand made map of the house at the spawn point (but then this room should have light...) that's some reflexions for a potential future polish.

I agree for the UI, the buttons didn't fit the atmosphere quite well, one of our first idea was to make the buttons has hole in the 3D scene but it was a mess to think how it would look like, I now think we should have seen with our UI artist for a mix by making them in 2D, but again given the time and that we weren't fully on this project at allwe were just glad to have a full menu

Yes, we HAD to explain the controls, given even inside our team it was a mess lmao, and yeah it's really surprising how many people actually rate with controllers - and even more surprising how many times I stumbled on jam games that are controller only. 
The camera movements are on me... I wish I could have made them clean but I had a hard time with the cinemachines cameras I couldn't clean them as I hope I could have - and didn't have the global view neither as I was focus on my current tasks

Anyway, thanks a lot for playing our game and reviewing it!

Submitted(+2)

Your game definitely nails the “uninvited guests” theme. Especially with the twist that you are actually the uninvited one. That concept alone is clever and gives the experience a unique perspective. I really liked the idea of peeking through the holes and how that mechanic ties into the curiosity and tension of being somewhere you shouldn’t be.

The 3D art style fits the mood well, and the rooms have that subtle Halloween charm through their design and lighting. That said, moving between the walls sometimes felt a bit tricky. I had a hard time figuring out where to go or how to reach the altar, while getting lost. But: This is clever mechanic too, as you certainly can get lost in between walls! Controls didn’t always respond for me though, which made the navigation feel more frustrating than tense at times.

The sound design builds a creepy vibe early on, but it becomes quite repetitive after a while. It would’ve been great if the audio changed depending on which room you were near or looking inside. It could’ve added another layer of immersion. Also, seeing all the rooms completely empty felt a little underwhelming. Regarding the given time of the jam this is just a minor of course, but even small visual surprises or hints of life (despite the sounds) would’ve made the world feel more alive.

Overall, though, it’s a solid and atmospheric jam entry with an original take on the theme. With a few tweaks to controls, navigation, and sound variety, this could easily become a really engaging short halloween experience.

(+1)

Itch went down when I was redacting an answer đź’€
Thanks a lot for the complete review, really. We're aware of the lack of life inside the house, we wanted to add some lore through journal pages you can gather and make the sound design navigate through the rooms to add life but we had to cut it because of the time limitations.
I'm sorry the controls didn't respond as you want, I made the interactions with a single forward raycast on the cameras in order to manage it in this small spaces and through the hole, but the result isn't that clean, I should have made the colliders wider, that's on me.

Thanks a lot for playing and reviewing !