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A jam submission

The Enemy WithinView game page

~ inspired by darkwood and hotline miami ~
Submitted by Festus, Merulon, kevisntfine, TheAlgorath, LeonGouzinis — 1 day, 26 minutes before the deadline
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Play and save the survivors

The Enemy Within's itch.io page

Results

CriteriaRankScore*Raw Score
Pacing#73.4763.476
Audio Design#93.6193.619
Overall Impression – This Decides the Winners#163.4293.429
Visual Design#193.7623.762
Fear Factor#212.7142.714

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Additional info
Meru - music
Algorath - programming
Kev - programming
Festus - programming
LeonGouzinis - character models and texturing

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Comments

Submitted(+2)

I don’t know how I kept overlooking this game, but I’m really glad I finally stumbled upon it. The gameplay is excellent — the weapon feels powerful and satisfying to use. Cool mechanics too (reviving teammates, etc.). The house has a great atmosphere, and I love the short breaks between waves. Really solid game… in that sense, resto in pesto :D

Submitted(+1)

First I played the game, I didn't have any sound, I checked the comments, and figured out I need to play again. 

I would've wanted to say that music would be a great tool to set the tone, but even that was well executed.

If you are looking for some constructive feedback, I think the interlude scenes could  have some optional networking/talking scenes with the other survivals (think of Expedition 33 tent / base) to give the players an option to get to know the world, and build some connections towards the peer survivors. 

I also have to say, this is the best paced game I've seen during the jam.

Developer

This is more or less how the game was planned  - to be divided between combat and preparation phases, where you'd talk to the survivors to try and figure out if anyone's infected. This was way over scope and got cut - it was like delivering two separate games.

Thank you for playing, the kind words, and we're glad you enjoyed it!

Submitted(+1)

Really well executed. Particularly like the music. Agree with other comments that having the weapon be auto would be nice. I tried to save all my companions, but all but one died. I didn't seem to run into the scenario where attempting to save a companion resulted in them actually being infected and trying to get you. Maybe up the odds on that?

Developer

Thanks for playing! We've had survivors turn very reliably in testing, so you were probably just very (un)lucky. Every time a survivor is downed they get a stack of infection. During combat, every 15 seconds each stack executes a 10% chance to transform the survivor - so the chance compounds fast.

I've left the weapon on semi-auto, because it was way more satisfying to pair the mouse clicks with meaty sounds of impact. I also feel it adds tension to the combat. The game is short enough for this to not be very straining. Had we managed to squeeze some sort of weapon handling/reloading mechanic in, I'd likely go for automatic fire.

Submitted(+1)

Really cool game! The concept is similar to mine haha

Developer(+1)

Ha! Your game was the first in my queue, and I had a real bad deja vu :P

Submitted(+1)

Fun little game, the weapon should be auto btw. My finger was hurting by the end.

Submitted(+1)

It's a nice atmosphere and I like the risk factor of saving the rest. The game loop is entertaing and even though I couldn't reach the end, it was a pretty good experience.

Submitted(+2)

The game has great atmosphere and sound design! The game loop is repetitive, but enjoyable. The story is a bit lack luster though.  Nice work!

Submitted(+2)

This game is pretty good and I think with a few additions or tweaks could be elevated even more. You probably all thought of these but I will write them here anyway in case you haven't. First of all a reload function, adds one new thing to do and you have to be mindful of your current ammo. Second have more light at the beginning and then strip it away to the current level you have in game for creep factor. Maybe the infected destroyed the fuseboxes. Overall very strong game good job, Sounds are also pretty solid.

Developer

I really like the fading light idea, but we probably wouldn't be able to implement that - Unity's forward renderer caps per-camera visible lights at 8, and we have a lot of lighting going on - the flashlight, muzzle flashes, turned survivor highlights, player highlight... we're probably at the limit. Don't have enough processing power on WebGL to try to remedy that with a clustered forward renderer.

We actually had an entire management layer part of the game, where lighting was a concern, but we scrapped that at the beginning of the second week - not enough time.

Thanks for playing!