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These Four's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #4 | 4.308 | 4.308 |
| Game Design | #5 | 4.154 | 4.154 |
| Overall | #5 | 4.019 | 4.019 |
| Execution | #7 | 4.077 | 4.077 |
| Audio | #10 | 3.538 | 3.538 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Creeeeepy!
soooooo goood!!! i gotta look through your sauce to see how you made it all look so cool :)
doomy did a great job with models and textures! you can ask me anything about the shaders and ui on discord too, if you want to know more! @guilhhotina :))
this game really gave such an eerie vibe, and i loved that! i didn't quite figure out how to get them outside of the house but that's just because i'm thick and terrible at puzzle games. i still loved the content and all the dialogue regardless!
thanks so much for playing <3! can I ask a little more on the issues you were having? I want to make the game more understandable (and difficulty with removal was something i was worried about)
(spoilers below)
In order to remove someone, you need to
1. select the (Eliminate) dialogue option that reads something like "Come over to the window".
2. once they're at the window, you need to talk to them again, and confirm the elimination
(I stole this "ux" directly from the boone retribution mission in fallout new vegas so its is a bit dated hehe)
Did you by chance figure out step 1, but get stuck on step 2? There's no real prompt to talk to them, or that the dialogue options change when they're at the window, so I figure that can be a sticking point.
Hey mate! Thanks for the follow up. I basically didn’t see the (Elminate) option in the dialogue - to be quite honest, if I had more time I likely would’ve noticed it, but was rushing to get through other jam games! I definitely loved the vibe and feel, and the dialogue mechanic felt very NV-esque so you nailed that!
I love the suspenseful atmosphere you've created! I’ve found some clues to move forward, but I’m not entirely sure if I’ve fully grasped the whole narrative context yet. If there’s a chance to see the full story and fill in the details I might have missed after the game jam ends, I’d love to.
Thanks so much for playing and for the kind words! There's quite a few places in the narrative I'd like to flesh out; it is definitely barebones at the moment and can be rather difficult if you don't collect something or miss a point of dialogue.
Very nice! I appreciate the low-poly/grimy aesthetic and the (overly?) helpful UI.
I am assuming the solution is the same between plays, though I somehow can only safely eliminate two. Hmm. It's not quite obvious if my actions change the gameplay at all (characters seem to say the same things in the same order regardless, unless I overlooked something), other than the phone call at bad times, ofc. But I'll get back to it and try harder later on.
Unfortunately the short looping audio soundtrack sample got a bit repetitive and accessing the settings menu required exiting to the main menu -- though I got there often enough through bad guessing :)
I did see the easter egg/clue to look at the sky. Neat. I also went behind the opening building where it's invisible, oops :) I'd recommend a collider for 348's door, which otherwise is silent and sorta clips when you get close.
thank you for playing and for the experience improvement ideas <3 something I didn't understand when working on this was how *long* it actually takes for a playthrough, and the little 2 minute song certainly gets repetitive. If were to have more time I would love to have made ambience for each stage of the game (after each elimination, and during choosing whether to eliminate at the window).
the door bug is a funny one, from what I'm thinking. many of the doors are copied and "linked" in trenchbroom as like prefabs, so I'm thinking I named 348 the same target name as one of the doors in Marcus' apartment that is unlocked via a key - so when you leave, its collider is "open" letting you fall through the floor.
and yes, the solution is the same between playthroughs. unfortunately this really limits replayability, but i wasn't sure how to solve for this. one idea i had (if we were to do some sort of Real release) is to have a few base game scenarios, and then make it moddable so users could write their own whodunnits and play with their friends.
hehe, I put a lot of effort into designing constellations for each Marcus! You can see them all from the outside once you've defeated every one. I'm not sure if you caught them all, but I'm glad you noticed the easter egg!
Oh, hmm, I had actually restarted and was sitting at a menu when I saw the "look at the sky!" suggestion. I hadn't even gone inside yet, but they each appeared when I looked up then back down. Hmmm. (Maybe it was re-using state from a previous run in the same process?)
So incredible, the aesthetic is so cool. Great work! I spent most of my time trying to glitch my way through the ceiling, but once I got back to playing the game I found it very intriguing.
Is the camera for the player higher than the collider actually goes, or is the ceiling collider higher than the model for the ceiling?
thank you so much and for playing! there's definitely something funky going on that I didn't bother to figure out. It seems like the collider is half as high as it should be.
My favorite game of the jam. Damn. This is amazing! Put a little bit more content in and I’d pay for this. Only points I have are minor QOL quibbles, nothing important. But seriously, you can be really proud of yourselves. Love how the story tells stuff between the lines, too!
he's been bribed by the bevy rat (jk, thank you so much for playing and your incredibly kind and encouraging words, it means a lot! None of this could be possible without your work, it's truly like 50% Jan's libraries).
Impressive set of systems for a jam!
The mood was perfect and the interrogations felt intriguing without being too obvious. I appreciated the writing staying concise while still giving character to each Marcus.
I felt something was missing in the end, wasn’t sure if I made the right choice first (I kept sofa Marcus) and even after going through keeping a different Marcus in speed run mode to see if I missed something I still couldn’t decide about what it all meant or if I missed something, but dreams rarely have an ending that makes sense :)
I kept trying to use the scroll wheel to pick dialog options, maybe this would be a nice addition to these menus. Also, reusing clicking for every interaction like doors, picking up objects and talking to people would streamline the controls a lot without losing anything, I think.
There are a few issues with the level colliders letting you see behind the walls or outside the building if you stand too close to walls or jump around 359. In general, I think it is best to disable jump and crouch in puzzle-like games that don’t actually rely on them so that it’s not something the player can overthink being a mechanic they should be using somewhere and keep trying it to find stuff (which can hurt immersion as well).
Overall, great job and a sophisticated use of the theme. I can definitely see this style of storytelling work in an expanded game!
Thanks for playing and your feedback! I think we definitely can improve QoL in many areas, and you're spot on when it comes to limiting movement. I will reveal there are one or two easter-eggs seen via jumping, so I kept that in there (though def should have expanded on it), but crouching just opens up the way for bugs and is totally unnecessary. Thanks again for your time and detailed review/feedback 💜
That was awesome! Though there is a bug that when you pick up the keys, then unlock the doors, then leave to menu and return, the doors are locked again but the keys do not work anymore, so you have to reset the level.
Thank you for playing, and for the bug report :) - will be sure to fix that post jam (I know exactly what is going wrong haha)
This was so cool! The graphics looked great and worked very well with the vibe. I love puzzles and this was really fun to try and figure out. Great job!
Glad to hear you enjoyed playing, and thank you for the time <3
The shader and UI work on this game are extremely impressive, and the concept and writing made such a weird, unsettling vibe. I loved it! Great work!
Thank you! guily did an incredible job on the shaders. It really does tie everything together. I saw them post about their PSX shader pre-jam and immediately bugged them to push on GH so i could try it out haha.
omg you liked ui and shaders? i guess that guily will be very happy of to know this :))
Cool rat in the basement lol. Don't think I got the 'right' ending but it was a cool little puzzle box experience. The visuals y'all were able to pull off for the jam are really striking and juicy - all of the subtle little shader effects really added to the whole vibe of the game. Great characterization and cool way to get extra mileage out of the single model.
I like the opening of just appearing outside the building too, that and the other locked doors that didn't open helped this feel more like stepping into an odd little pocket dimension where things are just a bit off...
heyyy thank you! while doomy was focused on the gameplay loop, i had the self-imposed mission of making the game feel alive :) i used as many tiny shader effects as i could think of
Honestly 10/10... I was not expecting to give this rating! This is not even my favorite game of the jam so far, but everything fits together perfectly, making the whole feel polished in its own humble way.
The only nitpick I have is the music that starts to get get repetitive after 45min of play time.
Well there's also the fact that the menu shows a phone list, and an option to "continue", hinting at some features that were cut out, but that's honestly unnoticeable.
Now I want to talk about the story. On my first playthrough, I spared panicking Marcus, because he was the one I had the least amount of clues against. Couch Marcus and leaning Marcus straight out denied the existence of Catherine, or avoided the question. So I figured maybe panicking Marcus was the real one, just so distressed that Jane had left him after he cheated on her that he was no longer making sense.
But I was wrong. And now I don't see why I should trust any of the two Marcuses in the living room over the other.
There's also the wooden rat which no one explained and I still don't know what's its story.
And finally I don't know understand why I should kill the last Marcus or not. I'm fine with multiple endings, but I don't see the stakes to understand the choice I'm making there.
So eventually I went with my own ending where I call any Marcus to the window and place myself right in front of it before he gets there, thereby getting myself glitched through the window and rightfully yeeted out like the break-in burglar I am. And thus all the Marcuses are free to live their split lives and never answer that cursed phone. This is now my head-canon: I was the one that was not real from the get go.
the wooden rat has no lore as far as i know xd it's a tiny easter egg i added without writing any background story for it. also, if this game receives any updates, i'll make sure that your ending becomes canon!
Thanks so much for playing (and for giving such a sizable chunk of your attention, it really means a lot!). Your feedback is super helpful; I definitely could have done more to establish a baseline of what it means to be "normal" in this universe, as you could make an argument for most of the characters to be the "real" npc without much further context.
This is fantastic. The concept is really cool, and the writing works really well to back up the connection between item info and dialogue content. it’s also super creepy but subtle about it, not relying on cheaper options. Little things like the dining table being slightly too big or a room being slightly too long make it feel unsettling in an uncanny valley way.
I think this is a really cool concept I’d love to see more of.
Thanks so much for playing! I'm happy to hear you enjoyed it <3