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A jam submission

RescrappedView game page

A top-down horror-lite adventure, where you uncover the misteries behind an abandoned facility
Submitted by gmso, WP, snoops.audio — 1 hour, 17 minutes before the deadline
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Rescrapped's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#383.5623.562
Audio#443.3123.312
Fun#573.0003.000
Originality#623.1883.188
Accessibility#642.4382.438
Overall#712.9202.920
Controls#722.8122.812
Theme#1042.1252.125

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5.1

Wildcards Used

World On Cue

Something reacts when the player moves

New Year New Me

Each play a different character

Game Description
A top-down horror-lite adventure, where you uncover the misteries behind and abandoned facility

How does your game tie into the theme?
The player can upgrade their character's light as they advance through the story

Source(s)
N/A

Discord Username(s)
caerion, gmso, maxikuc, ryn_rinx, snoops.audio, wierdpotato

Participation Level (GWJ Only)
1

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Comments

Submitted(+1)

I loved the tension and uncovering the story as I explored the facility. Like mentioned by another, a lot of the audio didn't seem to be affected by the audio sliders, both music and SFX.  It also did break immersion a little bit when I walked behind some objects but appeared on top of them. Overall, I still had a lot of fun playing, and I really loved the immersion and artwork/VFX (especially the screen like camera effect in the title screen :D) 

Developer

Thanks for playing and leaving a comment! Yep that’s unfortunate about some audio not being in the correct audio bus, after the jam is over I’ll release a new version with this and other fixes. Oh I don’t remember that visual glitch happenning, do you remember over which objects you seemed to be on top of? Maybe some tiles’ collisions were not configured properly, but I’d like to know to fix that too if I can.

I’m glad you liked the vibe and that it was a fun game to play, that’s always nice to hear :D

Submitted(+1)

The foot steps are not tied to the sfx volume slider. The oxygen tank never went down low enough/fast enough for me to be stressed. The oxygen went down as I was reading. This may cause players to skip over the story due to the gameplay. The key cards are nice but too easy to get. The light, dark atmosphere, and big spiders are absolutely creating a terrifying atmosphere. I appreciate the sfx and music sliders. I couldn't really find a use for automatic light mode for myself. I like the start menu design and tv shader Overall good job great game hope to see everyone's future entries.

Developer(+1)

Thanks for playing and for the feedback!

Oh I didn’t know that about the foot steps, probably we missed putting those in the SFX audio bus… The oxygen could’ve used some re-balancing for sure. It should’ve probably dropped faster, and we maybe could’ve added more refills around the maps (or make them respawn). I did think about pausing the oxygen consumption while reading, but unfortunately ran out of time to implement that.

I’m glad you liked the atmosphere! The automatic light mode was the first version we had of the flashlight, and we implemented the manual mode later. I wasn’t completely sure which one would be more useful or interesting for players, so we kept both. I personally found myself using the automatic mode when I wasn’t trying to run away from the monster, but I can see why that’s not the case for everyone.

Thanks, looking forward to future jams myself as well! :D

Submitted(+1)

The story was intriguing. It left me with more questions than answers, which feels exactly like what it was going for.

I wish the enemy wasn’t quite so fast. There were times when it felt like I just did a sweep of an area and it would just suddenly appear beside me. I know it was suppose to help give the horror vibe, but I found it more annoying than scary. There were also a couple of times where it just hung out in a doorway, meaning the only way I could get through was letting it kill me. I wish there had been a way to distract the thing or otherwise make it move away from the direct area you were in, so you could get around it.

In my first playthrough I got stuck in the area with the self destruct computer, between the right wall and a piece of random equipment. No matter how I moved, I couldn’t get out. When I realized I couldn’t get out, I tired running to decrease my oxygen faster, thinking I would die when it reached 0. Even after hitting 0, my character didn’t die and I had to completely restart the game.

The art and sound fit helped set the tone and mood of the game. I appreciate the warning at the beginning of the game. I personally didn’t find anything too bloody or visually upsetting, it was good to give people the heads up so they could make an informed decision.

Developer(+1)

Thanks so much for the detailed feedback! I’m glad you liked the story. Like you say it’s a bit vague in some details, partially for the mistery and partially because we didn’t have time to introduce much more lore hehe. I’ve personally always liked the way some games build their world organically through in-game books, songs, gossip, etc. Some examples are Fallout, the Elder Scrolls, or BioShock. This small game is far from those massive games, but I’m hoping we went a bit in that direction.

Yeah unfortunately the enemy could’ve used some rebalancing, as you and other players have confirmed. I think with different speed settings, making it easier to discover, or even giving you a couple of seconds head start to start running away would’ve made a significant difference. The pathfinding could’ve used some improvements as well, and the obstacles in the maps themselves probably needed more testing to make sure the monster would not get caught or stay in a weird position where you are basically doomed to sacrifice your character. There is actually a way to distract the enemy but it’s not explained clearly so I assume most players don’t discover that (or they do so by accident). If you run close enough to the monster, unless you’re in its line of sight, it will “hear” you and to to investigate that position. I think there’s a sound cue when that happens. You can use that to lure it into a specific spot or area. But it’s never explained and now I wish I would’ve added that at least to one of the terminals for the player to figure out lol.

Oh that’s interesting that you depleted your oxygen and nothing happened. That’s a bug I had not encountered before. We did try to add a system to respawn in case you’d get stuck (which we did saw happen in play testing but apparently we didn’t find all the spots hehe) but we ran out of time so we had to ship the game without that.

That’s great that the atmosphere worked, that was important to make the experience fun.

Thanks again for leaving a comment and for playing our game!

Submitted(+1)

I was so scared of something spooky happening, I liked all the dialogue and story that you clearly spent a long time on!

Developer

Thank you so much! It’s good to hear that the atmosphere worked and you felt the tension of not knowing when the monster would jump on you. I’m also glad you liked the story, kudos especially to one of our artists @caerion for coming up with a lot the world building, setting, and dialogues!

Submitted(+1)

Made me jump the first time I saw that mecha spider with the not-bald-eagle bald eagle screech. Nice touch with the flashlight tweening to the look location when it's on the move controls, made it feel very smooth. The dialog had a lot of additions that worked for world building or what I would expect in a place like that but didn't really help guide me in the early stages. There were several times the enemy got me but I couldn't even see them with how fast they moved or the position of the light. These felt a little unfair as the objective in getting around it wasn't completely clear. Overall nice horror entry!

Developer(+1)

Lol that’s great, I’m glad you experienced that because one of the goals or that level was to introduce the enemy in a scary way, where you see them, they see you, but since they can’t reach you they leave. Which leaves you wondering “where did that thing go?” Is it coming after me? At least that was the intent :D

I’m glad you liked the flashlight movement (I used that more than the manual pointing) and also the dialog. It’s true that the dialog is more for “world building” than to give very clear guidance into what to do. We wondered how we could balance that and that was what we came up with. With a bit more time it might’ve helped to add a quest system or at least an objective that’s more explicit, like “find the key card to go to the next level” or “find the exit” or something like that.

I agree the enemy fights could feel unfair in some instances. In hindsight we could have balanced that better, by making the enemy slower, “dumber”, easier to locate, … I think that with more time to play test and tweak those things we could’ve gotten a more solid experience in the enemy encounters.

I’m happy to hear you enjoyed the game, thanks so much for playing!

Submitted(+1)

I really like the horror atmosphere, the writing is great as is the screen effect!

I would like to see the upgrades I currently have. Also, the enemies end up to fast on you. It would be nice to see a feint outline of them, to not have them be completely invisible and give the player a chance to react to them.

A great submission!

Developer(+1)

Thanks! I’m glad you liked the atmosphere :)

That’s a good point about knowing which upgrades you already have. The flashlight does turn into a lighter blue when it can stun in the last level, but it’s not too obvious. We probably should’ve been a bit more explicit there.

Also a great point about the enemy. It is supposed to be hard to see so that there’s more tension about not being caught by surprise, but we could have balanced that better. I think that tweaking the enemy’s speed, the visibility, and maybe use more visual and audio cues when it’s investigating, we could’ve made the enemy encounters more fun.

I appreciate the feedback, and thanks for playing!

Submitted (1 edit) (+1)

Wow, this game really kept up the tension. The audio and visuals did a great job of adding to the atmosphere. I usually don't like horror games, but you did a great job with this one!

Developer

Thanks for playing and for your kind words! I’m happy to hear that you felt the tension and enjoyed the experience even if it’s not your favorite genre. To be honest I also have other genres I prefer before horror, but in this case it was fun to step outside of the confort zone for a bit :)

Submitted(+1)

Really nice horror vibe! It's always challenging to make this kind of tension but you got this :D

Congratulations on your submission!

Developer

Thank you very much!

I’m glad to hear you liked the game and that we got the vibe right! That was definitely something we were going for, even if at times it felt challenging to experience the “horror” ourselves (since the maker already knows what’s going to happen lol). But it’s great to know that it resonates with players that way :D

Submitted(+1)

Really interesting artstyle, first time I enjoyed a horror game at a game jam!

Developer

Thanks so much, I’m glad you enjoyed it! We also got some jump scares while doing it so it was a fun process too :)

The art is definitely one of the most important parts of getting the vibe right, our artists did a great job at that I must say!

Submitted (1 edit) (+1)

I had a few legitimate jump scares! Audio work really does a good job of keeping the tension up. Great submission! 

Developer(+1)

Thank you! I’m glad that you were able to feel the tension and get a couple of (I hope not too bad) jump scares :D

Tackling this as a horror-lite we knew that getting that vibe right was going to be important to make the experience enjoyable. Props to our music and SFX guys for helping create that atmosphere!