Wow what an intro, really cool. Some parts were less obvious but overall very enjoyable
Play game
FLOOR 0's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #713 | 3.617 | 3.617 |
| Creativity | #4006 | 3.377 | 3.377 |
| Artwork | #4769 | 3.006 | 3.006 |
| Audio | #5284 | 2.629 | 2.629 |
| Enjoyment | #6093 | 2.629 | 2.629 |
Ranked from 175 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You descend through floors from F20 to F0
(Optional) Please credit all assets you've used
https://pixabay.com/sound-effects
(Optional) What would you like to be called if GMTK features your game?
sock boy
Comments
I liked Weapons reference, tutorial video was amazing, got me excited, but the gameplay felt a bit lacking, I'm still unsure why anomaly was the anomaly. Transitions between floors could go faster especially early were some floors were empty.
Intrigued by the lore, but the dialogs felt a bit slow, and I feel like it was missing an audio ambience, especially while reading the texts. Doing it in silence isn't all that great.
Good job for the rest and effort! Love the artwork and the effort you made on the story.
Classic analog horror/No im not human. It would be nice to recall the signs of anomalies during the game. After descending, the anomaly thanked me and left me on black screen. The game was a bit too long and repetitive, it would be nice to be able to eject someone in the middle for instance because it felt like just watching something rather than a game.
cool game, the sound effects could do with balancing, blew out my eardrums with headphones on
Choosing an elevator definitely enhanced the claustrophobic feel of your game and its narrative. Moreover, it juxtaposes very well with the No, I'm not a Human type of games where you are mechanically limited by your choices, but also visually!
During the talking events between the people that you let in, in order to increment the intensity of the atmosphere and to allow the player to have more control over the selection of people, maybe we could receive more clues from the anomalies we picked along the way. That way, if we found out we had an anomaly on board with us, but could not evacuate them until the very bottom, we would increase tension :)
Plus, your use of the count down works naturally well with the elevator, but it also adds mystery to what will happen at the end: the result of all your actions. Creating this want to continue playing.
And remembering a name reminded me of Potato man in Papers, Please! :D
at the end if you made it out safely there was an epilogue scripted in which would be the protagonist talking about your actions but something broke and it didnt play unfortunately.
i did try to make the clues that there is an anomaly on board a bit vague but still noticeable by the way they talk but its probably something someone wouldnt notice immediately
thanks!
Super cool art and atmosphere and creative interpretation of the theme! It was super tense all the way through but the immersion kind of broke when I realised I couldn't swap out people as they came. There was kinda no reason to listen to anyone's dialogue after the elevator filled up. I did like being able to kick one person out as a last ditch effort at the end, but it was really the only bit of control I had after I took in too many people. Either way really nice work, a super creepy and tense game :)
Love the art style. the lighting plus the setting are extremely creepy. I think the intro probably goes a bit long, perhaps a bit long between floors as well but it gives time for the personality to build so I get it. The jubbing pixel art is really cool! well done!!
Really interesting project! It's clear that a lot of care went into crafting the characters and the world. I think refining the UX/UI would take the immersion to the next level. One small but important thing — the game could really use a simple volume control option.
It was a good and effective atmosphere. I had a hard time getting tells for anomalies and filled up my elevator in the first few floors. Good take on the theme too!
damn this is a TIGHT scope that really hammers home the jam theme while being an excellent horror game, i honestly expect this in the top 100.
I really like this one. I thought the pixel art style you went for was really great, how the pixels would be constantly vibrating, and the lighting just made everything creepy as hell. It reminded me a bit of No, I'm not human in how I have to figure out who's real. Character designs are great, (especially the nurse) and the sound design is superb.
Personally I think the opening tape went on for far too long, was hard to read, and felt very disconnected stylistically from the rest of the game. I didn't register anything it said lol so I really struggled to tell apart the people from anomalies. I like how at the end you get to choose who you eject, in my playthrough I had the child, chef, nurse, teacher and police officer and I chose to eject the officer. However the screen went black when I reached floor zero which I'm guessing it means that the game crashed so I never found out who was real or not sadly.
I had a couple other bugs too; the elevator door sometimes appeared visually on top of characters, and then around floor 11, the old lady talking was skipped over before I could even answer and it automatically went to floor 10. Still, this game has so much potential and I just want to praise the art and sound again one more time; they're both great.
ive gotten similar criticisms about the vhs tape. this was something i added late in development and i didnt have enough time to refine it.
if you get all anomalies out when you reach floor 0, then there wouldve been an epilogue from the protagonist's perspective, but i somehow broke it so it just plays nothing unfortunately.
dont even get me started about the elevator door, its so annoying trying to layer it properly, but i tried
ive never ran across this floor 11 - 10 bug before. strange but glad you reported it
thanks for giving this proper review and im glad you enjoyed the game aside from the bugs!
An incredibly creepy experience. I like the variety of characters and the different things they say; it feels like an inhabited world. The audio design is also very good.
The visuals were very blurry for pixel art. I wonder whether a different style of art would be better for this technique. Also, the tutorial text was rather difficult to read.
At times, it seemed impossible to tell whether an answer was plausibly human. I felt a bit like a human Captcha interpreter, ha.
I like it a lot, cool visual style and nice audio. Reminds me of the knock at the door events in "Don't Look outside".
I ended with 2 Anomalies (I wont say who but I had Delivery worker, Police Officer, Chef, Child and Mechanic). I didn't pay close enough attention to the guidance on how to spot them at the start to know what was their tells.


Leave a comment
Log in with itch.io to leave a comment.