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A jam submission

What's the Big Eye, Dear?View game page

NSFW Minijam 32 submission
Submitted by omcmeister — 5 hours, 34 minutes before the deadline
Rated by 7 people so far
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What's the Big Eye, Dear?'s itch.io page

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Use of the theme
Two humans are stuck together, nude, in a fairly exposed environment, watched by a giant floating eyeball, where the only provided shelter is intended as a means for their captor to spy on them.

Team Members
Omcmeister, but CallMeNils also kindly provided music so it's not a silent experience.

Assets used (If you used external or existing assets)
Mixamo animations. Technically the code includes Firebelley Games' callable state machine (which is excellent) but by the time I'd realised I should be using it in this project, it was too late, I was too deep in the spaghetti code to untangle it, so nothing uses it.

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Comments

Submitted(+1)

Hey there omcmeister!
Well first of - I like the punny name.  
And that you made it playable directly on itch, thank you so much ^^ ( I'd do that too if I knew how I could make it work ) 
The setting is very curious for sure, and the minimalist design is fun.
But man that eyeball, even though friendly and not really doing much, is scary AF XD aaaaaahhh!
Made me wanna run out of sight, haha. Definetly 2 ppl stuck together in that shoebox : P And lots of spying going on.

Developer

In Godot, there was just an option for web build. The only curious thing I had to google to fix, is apparently you have to name your game html file "index" when you export it. Then zip, upload, and tick the little box saying "playable online" or whatever it was.

The minimalism was partly to emphasise the "exposed" nature of being "out in the open" ... but also influenced by my lack of modelling skills (having a main character be a giant sphere also helped here!).

Shoebox is right! The square platforms are actually setup to be added infinitely, I was just going to let the player request a new one to be added by interacting with any wall... but then it would've made hiding from the eye easy coz you could've just run really far in a straight line, not particularly interesting. Then I never got around to adding the hiding part in either. 🤷

Submitted(+1)

Its a shame you didn't get any sexy time anymations in, but I was able to give the dude a hardon!

Developer(+1)

I was annoyed coz like an hour or two before the deadline, I got the mixamo blender add on setup so you can animate with a control rig, and I was like "ah, if only I'd known earlier," ... then I spent like probably a whole day failing to animate a person kneeling down from standing.

Submitted(+1)

what a cool game! i hope you'll put in some more time and see the idea through, it's really intriguing :)

Developer(+2)

Maybe one day, when I'm much more experienced, and have a better understanding of how to actually structure a game, do a dialogue system, and have a small library of lewd animations already under my belt, I'll remember my first (submitted) game jam game and be like "oh yeah, I could sort that all out easily, in like no time" but for now it is what it is. That said, I just got the mixamo control rig in blender, so now custom animations actually seem plausible, suddenly!

Submitted(+1)

cool! you should work on what holds your interest of course. curious to see your future efforts :)

Submitted(+1)

The ending was very meta, but I enjoyed this short interactive experience. I look forward to more giant eyeball in your future projects.

And I know you probably intended to make your humans look more human-like later, but I like the blank white figures. They fit with the empty world they're trapped in.

Developer(+1)

Thanks! When I first tried uploading a version in prep for not getting any more done before the deadline, a lot of it was in the description below the game, then being able to write in dialogue was one of the last bits I got working (other than sound and music), so then it seemed much funnier to have the eye explain it all in game.

I'd hoped to at least give them low-poly haircuts, preferably with physics, but I quite liked the low-poly low-detail look, in the end, at least once I found the grow-and-cull-front-faces setting in Godot.