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Last Transmission's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #1181 | 2.708 | 3.667 |
| Visuals | #1322 | 2.462 | 3.333 |
| Enjoyment | #1394 | 2.216 | 3.000 |
| Audio | #1447 | 1.969 | 2.667 |
| Overall | #1459 | 2.175 | 2.944 |
| Gameplay | #1512 | 1.969 | 2.667 |
| Innovation | #1709 | 1.723 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Every entity is untrustworthy. The ship's AI (ARIA) fabricates a peaceful lie, the station overseer (Proctor) masks a lethal purge behind polite logic, and medical records reveal that the protagonist's own memories and perceptions are compromised.
What code and assets did you not make from scratch during the jam (if any)?
All 3D models are third-party assets used under CC0 (Public Domain), CC-BY,
or Free for Commercial Use licenses:
Quaternius — Modular Sci-Fi MegaKit & Droids Pack (CC0)
Kenney — Space Station Kit, Sci-Fi Kit & Factory Kit (CC0)
Poly Haven — Modular Industrial Pipes 01 (CC0)
Evan Petrov — Autopsy Lab Props (Free / CC-BY)
Madduck — Modular 3D Hospital Environment (Free License)
VOiD1 Gaming — Free Pills Collection (CC0)
Additional Community Props: DigitalTechnologyCenter, TeenWolf, cmbasnett,
iedalton, Michael V, PolyDavid, Krahazik, Jorge Camacho, Pizza Doggy.
Soundtrack: "Smoking Gun" by Kevin MacLeod
(incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
How many people worked on the game?1
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Comments
Love the minimal visuals with the atmosphere it gives, my criticism is indeed the linear and simples solutions that are right next to the puzzles themselves. This game would benefit for a "survival horror like puzzles" where exploration would lead to the player gathering clues from around explorable areas so that they could go to a certain puzzle with new items/informations to use(imagine sillent hill like puzzles).
The sound design needs to be a little more present, just having the song looping without any reflection as to whats going on kind of ruins the atmosphere.
Also, you may want to optimize better in the future, not sure why the game was 1 GB.
A game like this would work better if players didn’t have the solution to each puzzle right next; sprinkle the info earlier, before the player even sees the puzzle.
Letting players choose from two or three different tasks they can do at the same time helps break the linear feeling; it gives players some semblance of choice. They should be able to pick which one to start with, but they need to finish all of them to move on.
Also, for any text dialogue on the screen, if you don't wait for player input, make sure to keep it up longer than you need it yourself. Since you know what it says, it’s easy for you to skim through, but players are seeing it for the first time and might miss important details if it's up for only a short time.
Good concept for the theme.
Thank you very much this my first time when I try to create a dialog system and puzzles I usually do 2d games but I want to try something new
I sadly couldn't finish the game due to the high pitched sound giving me a headache and I didn't want to play without the sounds, it would have been better to be able to adjust that sound or putting it less often but I did appreciate the game! You really did a good job
Thank you very much for your opinion.I have the code for the volume, but I forgot to reload the game with the modification, and I'm sorry the sound gave you a headache.