Play Smoke break
Smoke 'Em if ya Got 'Em's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| gHosts' Choice | #1 | n/a | n/a |
| Enjoyment (Best Game) | #5 | 3.833 | 3.833 |
| Creativity | #6 | 4.000 | 4.000 |
| Aesthetics | #8 | 4.167 | 4.167 |
| Sound Design | #13 | 3.250 | 3.250 |
| Story | #24 | 3.083 | 3.083 |
| Horror | #44 | 2.583 | 2.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you allow SCREAM ZONE to promote your game via social media?
Yes
What game engine did you make this project in?
Unreal Engine
Any other notes?
Made using Unreal Engine 4.27 specifically :)
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Comments
Awesome time, and was so much fun. DARK story, but total Manhunt/Videodrome meets Hotline Miami, SO GOOD.
I played this yesterday and totall forgot to comment/rate. This game is amazing <3 I love the noir style, the vibe and the top down/Hotline Miami-esque perspective. Really cool game, great job!
I want to share my thoughts on this game - it really grabbed my attention. The graphics are pixel-based and done in black and white, and it looks incredibly beautiful and atmospheric: the strict monochrome palette combined with the pixel art style creates a unique, almost noir mood that perfectly complements the fast-paced gameplay. I really like the core concept too, and although it's similar to Hotline Miami, that's more of a plus because the developers took a familiar foundation and offered their own interesting minimalist approach. I also want to specifically highlight the sound design - it's absolutely magnificent; the rhythmic tracks sync perfectly with what's happening on screen, adding drive and tension, and together with the black-and-white visuals, it creates a stunning effect. I also appreciate that the game is quite challenging - that keeps things interesting and makes me want to try again and again. However, there are some downsides: it's a shame that the difficulty increases almost exclusively through the sheer number of enemies rather than through smarter behavior or tactical variety, which sometimes leads to a feeling of monotony. I also really liked the idea of a limited field of view - it adds tension and keeps you constantly on alert - but it's a pity that it's not dynamic, meaning it doesn't expand or change depending on the player's actions or external conditions. If the field of view reacted to what was happening around you, that would take the game to a completely new level. Still, my overall impression remains positive, and I definitely recommend giving it a try.
Im glad you liked it! I really appreciate the feedback, as a lot of the reason mechanics like FoV changing or smarter enemies were not included due to time limitations due to IRL obligations and the original writer/level designer having to step back due to an unfortunate illness. To give some perspective, all the levels save for the intro were made the day of submission in a single 15hr dev session along with all the dialogue, story beats, audio cues, coverart, and pause menu, leading to a submission an hour before the deadline. Either way I'm proud of what I was able to do despite the less then ideal circumstances, and thank you for playing!
Really cool, amazing visuals, incredible amounts of polish!
I will say I have tough time determining if this game is unfair or if I'm just bad and it's a skill issue LMAO! Some of the level design feels a little (how do I say this?) dick-ish, but I understand that's to get your blood pumping and to put you on edge, but I do think this does conflict with the conserve all health aspect of the game cause your health is constantly going down. UI looks super cool too imo, I put up a video of my game play to see me struggle: (for some reason I thought you used Unity even though your page literally says Unreal)
Howdy! To answer some questions:
-The game is 3D
-All the Pizzadoggy assets you recognize are correct
-I made the UI myself
-Deersigner was initially going to do the writing and story, but got so sick that he was only able to provide the idea for the narrative
-You touched on the idea of choosing when to smoke, which was actually an idea I had that I cribbed a bit of code from where you would have to smoke to reveal invisible enemies but lose health doing so. Given how difficult of a system that would be to balance I decided to simplify things for a 1 week jam, but I may come back to explore that concept if I can nail the balancing.
If I had more time I would have definitely tuned up some of the enemy placements as I can see how they can be frustrating, and admittedly used how short levels are as quick n' dirty "fix" that isn't my usual preferred method (it also doesn't help that I prefer to make games on the more difficult side). I'm glad that despite some of the annoyances you still enjoyed the game overall, and I really appreciate the video!
Really enjoyed this, despite me being pitifully bad at that kind of gameplay (I died so many times T_T )
The aesthetic is a really strong point, everything works well together. Really enjoying the vibe, despite my skill issues XD
I can't see the enemies.
One of the best jam games I've played so far, very strong and clean visual style
Great stuff.
I see lots of Hotline Miami and (maybe?) Darkwood inspirations.
I liked it overall, but...
Enemies appearing from behind without any sign and sound turns it into a sort of memory game where you have to go through a level multiple times to remember the enemy placement and only then can you beat it.
That's the only criticism I got.
Good job!
Thank you for playing it! It was admittedly a bit cheap of me to do that, as the intention was to incentivize the player to keep their head on a swivel but I think you're right in that it did ultimately make it more of a memory game
liked this but couldnt get past the second level bc i could hardly see anything... probably just a skill issue though lol. nice job!
I really love the aesthetics of the game but I feel like the swearing was a bit too much for example the dead end f... part just made it a bit goofy for me, overall pretty good, I like it!
Howdy! After playing through it with a fresh set of eyes I definitely see what you mean, so I cleaned up a few of the lines along with the most current bug fix build :)
liked playing this, however the damage i do have to admit is a tad bit much. But was a cool experience.
Good job :)