Play rat-type game
rat nightmare's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #21 | 3.004 | 3.167 |
| Visuals | #23 | 3.531 | 3.722 |
| Overall | #30 | 3.031 | 3.194 |
| Execution | #32 | 2.951 | 3.111 |
| Game Design | #38 | 2.635 | 2.778 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very fascinating movement. I was unsure whether the pulsating velocity effect is a result of laggy playback on a browser or intended behaviour. Either way, it created a trippy platforming experience that was somehow fascinating?! I didn't really understand how boost thingies worked, especially in first level where they were seemingly just "teleporting" me next to the wall near the end (well thank you for leaving me a cool wall-jumping tech, not sure how intended that is LOL) and the respawn mechanics would occasionally always teleport me into the void, but other than that, very fun and very trippy experience! Aesthetics in some levels were amazing. I also liked talking with rats, they had... unusual dialogue! Just wish there was more platforming, but I'm just a gameplay guy, so of course I want more gameplay 👀
thanks for giving it a spin! From other reports I’ve heard it seems I borked some of the mouselook stuff by not using delta_time ¯\_(ツ)_/¯ thanks for sticking through it, def ran out of time to make more platforming levels but hey, next game for sure lol
Glad you liked the rats, had fun writing some odd dialogue lol
Yes, quite nightmarish! I never found a way to catch the coin and not collide with geometry, so sad. I liked how sometimes when I fell to my death, the falling and screaming animation repeats more and more often! I also liked the squishy weird movement sounds.
lol oof another victim of my lack of delta time usage, I swear it is more playable on my machine (barely tho). Thanks for giving it a spin, glad you liked the noises!
RATS! Can’t try it out meaningfully since I don’t really jump high enough to pass anything? I suppose it’s due to a delta-time issue. May I shamelessly plug bevy_ahoy for next time? ;)
Ah that's disappointing to hear it ended up being such a blocker for continuing, I definitely will consider using that crate - wasn't aware there was a good off the shelf crate like this!
the vibes are immaculate but i gotta be real for a sec…. u GOTTA use delta time….. this shit do NOT like high fps, and jumping is FUCKED unless i make the screen less wide? what the HELL 5 rats outta 5
Ahhh I used that for the directional input but not the mouse look - oof, def something to remember next time. Will need to brainstorm how I can test this high fps behavior without upgrading my PC haha. Thanks for playing!
Like for this cute rat
Well that was trippy, for sure felt like a fever dream- nice work! The visuals and music were particularly good. My mouse sensitivity was off the charts and made the platforming difficult but otherwise what a trip!
Ah that would be a good add for the settings! Thanks for giving it a spin!
i think the vaping rat would be a cool guy to hang out with
many such reports!
stepping into this project feels like downloading a virus directly into the frontal cortex. the atmosphere is heavy and wet and the sound design immediately establishes a sense of discomfort. every step the player takes is accompanied by a variation of a squelch noise that implies the floor is made of something living and unhappy (which makes me happy). it is a sensory experience that ignores standard comfort for a vibe that is distinctly moist and anxiety inducing
the central figure of this madness is a low fidelity white fat rat that rotates to face the camera no matter where you stand. approaching this creature triggers an internal monologue that ranges from desperate to aggressive. the prompts scream at you with options like talk or talk!! or just rat. sometimes the game asks if you want to chat up this rodent playa or even kiss this rat with language. it creates a relationship with the npc that is confusing and oddly intimate.
sometimes the text just calls it a poopy rat which feels like a regression to toddler insults amidst the horror. the randomness of the text parser means you never quite know if the game wants you to flirt with the vermin or simply acknowledge its existence. the rat does not offer quests or useful information. it just exists to be whiny and occupy space in the void while you try to figure out why you are there.
eventually you find the hole which serves as the primary method of transport. the game invites you to enter with text that oscillates between obvious labeling and strange warnings. seeing text that says back in the hole don't get too excited makes the act of level transition feel shameful. other times it simply questions the nature of the object with a tentative hole? prompt. it is a portal that judges you for using it.
movement starts out feeling standard until you encounter the speed coin. this item applies a force that violently launches the character forward. and its broken. oh lord how broken. the physics engine struggles to keep up as you careen off surfaces and likely into the void. collecting one feels like losing control of your own body rather than gaining a powerup. the sudden acceleration turns the slow exploration into a pinball simulation.
the soundscape deserves special mention for how much heavy lifting it does. landing on the ground produces a pathetic huh sound while jumping makes a cartoonish boing. dying plays one of six random dead noises that sound alarming. combined with the background drone and the constant squelching walking sounds the audio profile is a masterpiece of contradictions. it is scary and silly simultaneously.
even the loading screens refuse to be normal. instead of useful tips the game feeds you existential complaints. reading phrases like they never ask 'how loading?' :( or nonsense like now yodeling gives the loading friction a personality. it breaks the fourth wall to complain about its own existence. the developer clearly spent time making sure even the downtime felt wrong.
the visual design uses a mix of trenchbroom geometry and billboard sprites to create a space that feels abandoned. the lighting casts long shadows over the fleshy textures giving the impression of being inside a giant organ. finding a random plant or a face sprite floating in the darkness adds to the surrealism. nothing fits together because it is designed to be incoherent.
the picking system allows you to highlight objects from a distance but the interaction is always vague. you click on a face or a plant and nothing substantial happens. the game sets up expectations of puzzles and then refuses to deliver them. you are just a camera floating in a soup of assets looking for meaning where there is only a rat and a hole.
rat nightmare is a short and abrasive trip through a developer's fever dream. it is incoherent and loud and wet and confusing. playing it feels like intruding on a private joke that has gone on for too long. it is a perfect example of what happens when you let a physics engine and a text parser run wild without supervision
Glad that it came across so well! Definitely a product of the limitations of the jam lol. I hope the next project I make with trenchbroom/bevy doesn't need to rely so much on fourth wall breaking oddness to plaster over the unfinished parts of the game haha.