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VESSEL's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #14 | 3.175 | 3.667 |
| Gameplay | #22 | 2.887 | 3.333 |
| Twist | #25 | 2.165 | 2.500 |
| Overall | #26 | 2.670 | 3.083 |
| Creativity | #26 | 2.887 | 3.333 |
| Polish | #28 | 2.309 | 2.667 |
| Overall Experience | #29 | 2.598 | 3.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine / Tools Used
Unreal Engine 4 Blueprints / C++; FL Studio; Fuse
Team Members
Solo developer: mamoru_san
Controls
WASD — Move
Mouse — Look
E — Interact
Esc — Pause / Quit
Collect five objects and bring them to the altar.
How does your game use the theme?
VESSEL uses the theme “Everything Changes” through five stages of transformation.
Each collected object changes the world: the environment becomes darker, the soundscape gains new layers, the visual tone shifts, and the shadow changes from an unsettling presence into an active threat.
Spoiler note about the twist
The player starts with a simple goal — collect five objects and escape — but the meaning of that goal changes by the end.
Credits
Game design, programming, Blueprints, music, sound, level design:
mamoru_san
Engine:
Unreal Engine 4
Music and sound:
Created by mamoru_san using FL Studio and original/personal audio work.
Assets:
Unreal Engine Starter Content
Free assets from Fab / Unreal Engine Marketplace
GoodSky from Unreal Engine Marketplace
Fuse character model
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*No AI-generated visual assets, audio assets, or textures were used in the final game.
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Comments
Really interesting game. I really dig the atmosphere, and I was genuinely a bit scared. My only complaint is that the twist was pretty obvious. Still, good game!
Thank you for playing!
You’re right, the twist is probably too easy to predict right now. I’m planning a post-jam update, and I’ll try to make the buildup and reveal work better.
I’m glad you enjoyed the atmosphere!
I had to dim the lights to play, but I actually like games with screens this dark. 🙂
Thank you for playing!
Yes, VESSEL is intentionally very dark, so dimming the lights is probably the best way to play it. I’m glad you enjoyed that atmosphere!
This project has great potential, but there are two drawbacks. 1) Our protagonist is too slow. 2) After escaping to the second location, it needs some variety, otherwise it looks like a desert. Otherwise, the result is amazing!
Thank you for the feedback!
You are right about both points. The player speed and the second location are things I want to improve after the jam. I’m planning a post-jam update to polish these aspects.
Glad you enjoyed the game!😊😊😊