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A jam submission

Fade AwayView game page

A puzzle game set in a world that devours your memories, where escaping means discovering who—or what—you can trust.
Submitted by AndresTapa, Santi Mattiassi (@SantiMattiassi), The Prog House Studio — 6 hours, 27 minutes before the deadline
Rated by 36 people so far
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Fade Away's itch.io page

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How does the game fit the theme?
The game fits the **“Trust No One”** theme by making trust a constant part of the journey. As you explore this strange world, you’ll encounter guidance, choices, and situations that may not always be what they seem. Sometimes, the safest choice is to question everything.

What code and assets did you not make from scratch during the jam (if any)?
We used some placeholder meshes from **Kenney** that we originally planned to replace with our own, but unfortunately ran out of time. We also used a few pre-made water and hologram shaders from the **Godot Shaders** website.

How many people worked on the game?
3

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Comments

Viewing comments 23 to 4 of 23 · Next page · Last page
Submitted(+1)

Beautiful Game!
a few issues I came across where: 
The controls were messing me up alil in spots, and the sounds needed some variety in pitch or something especially for the dialogue
But Overall a Solid Entry

Submitted(+1)

This is exactly my type of game! This is such a polished and well-designed experience for a team of 3 in just under a week. It's actually insane. I would love to see this project continue if you guys plan to. This idea has a lot of potential!

Submitted(+2)

Great puzzle game, although there's a bug where you could run to a wall or pillar thingy and got stuck on there. I love the 3D visuals and UI

Developer

Thanks a lot! Really glad you enjoyed the puzzles, visuals, and UI!

And sorry about that bug! We didn’t have enough time to polish everything as much as we wanted before the deadline haha.

Glad you enjoyed our game, and thanks for playing!

Submitted(+1)

Really interesting puzzle! I got the white screen in the end (I duuno why, mb this was planned), but lloks more like the bug.

Developer(+1)

Thanks for playing! Really glad you found the puzzles interesting!

And yes, there should actually be an ending message there, but it looks like it might be white text on a white background... so definitely a bug :( Sorry about that!

But congratulations on making it all the way to the end — and you actually got the good ending! 🎉

Thanks for the feedback and for letting us know about the issue!

Submitted (2 edits) (+2)

Amazing work! Interesting concept and super polished visuals, sound and overall presentation. I was so happy to be able to play with a controller too!

Developer(+1)

Thank you so much! We’re really glad you enjoyed our game!

Submitted(+1)

Very cool game idea and I enjoyed every bit of it. I do not know how this is possible in a week but hey you do you. Can't wait for future updates on this game!

Developer

Thank you so much! We’re really glad you enjoyed it!

It was definitely an intense week haha. We tried to keep the core mechanics relatively simple and reusable, so we could spend more time polishing the visuals, atmosphere, and overall experience.

We barely slept during the last few days, and we uploaded the final update just 30 seconds before the deadline — and that update actually included the ending!!! So yeah, it was really close haha.

We’d love to keep working on it after the jam, especially to improve some of the rough edges and expand on a few ideas. But for now, we’re just resting and recovering haha.

If you liked this one, feel free to check out some of my other games on my profile too!

Thanks for playing and for the kind words!

Submitted(+2)

Wow this is an incredibly good game for a jam game ! It looks very polished, like a game I could have bought on Steam. I don't know how you managed to do this in such a short time, that's very impressive.

As a logic/puzzle lover I'm delighted <3

Developer(+1)

Thank you so much! That really means a lot to us!

I think the key was having a clear idea of what we wanted to achieve from the beginning, and finding general solutions and systems that we could reuse throughout the whole game. For example, the saw and the moving platforms inherit from the same base class, so we could reuse the same core behavior for different obstacles.

Less is more! There actually aren’t that many gameplay mechanics. There are a lot of systems working under the hood, but the mechanics themselves are mostly simple. For example, automatically detecting which input method the player is using and updating the navigation hints accordingly is relatively simple to implement, while designing, testing, and polishing an entirely new gameplay mechanic can take a lot of time.

So we focused more on how the game looks, feels, and what it communicates rather than making the gameplay overly complex.

Thanks for playing our game!

Submitted(+2)

Thanks for the explanation ! That makes sense (I'm mostly a learning programmer so I see exactly what you mean), but you re-used your mechanics in a very clever way that doesn't make the game feel redundant. 

That's part of what I still have to learn to scope my games and still make them entertaining. "Less is more", I've seen this advice a lot and I think it's key for small teams/solo dev. But on my end it still needs practice and mistakes before I can do something as clean as you did !

You talked about how the game feels - I think you also did this very well. Are you planning a commercial issue with a bit more content after the jam for this game ? (I think it could work, personally if I saw this game on Steam I'd wantlist it)

Developer(+1)

Thank you! And yeah, I think scope is probably one of the most important — and dangerous — parts of a game jam.

You have to plan your steps somehow. You need time to think, implement, and especially test a lot. The more freedom and flexibility you give your systems, the more opportunities you give the player to break them haha. So for a jam, I try to keep things tight.

Something I usually do is make sure that by the end of the first day, I already have the core loop working, including the beginning and the win condition. I never want to leave the ending for the final days. From that point on, I can expand, polish, and add content, knowing that technically I could build and submit the game at any moment. In a jam you're always going to run out of time — sometimes at the beginning, sometimes at the end, but you're going to run haha.

For me, a game should be fun, but I also want it to be meaningful. Sometimes I achieve that, sometimes I don't. I usually have a little mental checklist:

  • It has to be beautiful.
  • It has to be meaningful.
  • It should be about a journey, whatever kind of journey that may be.
  • It has to tell you something.

That's how I try to make people feel something. I think we all have something we want to share, and games are an amazing way to do that.

As for a commercial release... I don't know yet. I work at a game studio, and I know firsthand that making a commercial game is hard, long, and expensive. I definitely want to make my own commercial game eventually, but right now jams are training for me, and the feedback I get from them is probably the most valuable part.

You can learn these lessons here, or you can take your chances somewhere else where the stakes are much higher. The sad truth is that outside of a jam, you can make a game and almost nobody may play it, even if it's free. Players are incredibly demanding customers. You might buy something you see on the street just because it catches your attention, but with a game, people will read reviews, watch trailers, streams, and gameplay before deciding whether it's worth their time and money.

So the short answer is: not right now, but eventually, yes. And hearing that you would wishlist this one on Steam definitely means a lot to us!

Submitted

Hey, thanks a lot for this long and interesting reply ! Can I copy-paste it to keep it somewhere in my tips folder ?


I gathered you were probably pro given the quality of your game, it's really nice to share your knowledge like this <3 I totally agree with the idea it has to be meaningful. It's actually also one thing I love with jams: there are some games that are not super-polished, but their creators have a way of telling stories / sharing emotions that clics for me and I love that. That's also why I'm thinking of turning toward a more narrative genre for my next jam entry - but I think it will depend on the theme and what I decide to learn next. 

As for the visuals and conception, I still have a lot to learn. I'm in my 30s but I'm disabled and working at companies and having to go there just doesn't work for me - I already burnt-out twice. But I can work from home 10h/day 5-6 days a week on games. So I figured I'd try to turn my main hobby into my job. Maybe it will take time but  I don't really have another choice and so far I love programming and want to learn art and game-design basics when the time comes. (Otherwise I think I could do with just programming, and paying artists for their work). So "beautiful" won't be there for me at first but I hope I'll be able to make it ultimately !


I hope you'll manage to publish your own commercial games some day then. I think you do have talent about story-telling, game-design AND actually making the game. Good luck !!!!

Developer(+1)

Of course, feel free to copy-paste anything I wrote! If something I learned can help someone else, I’m more than happy to share it.

I actually started my game-dev journey in my 30s too, so I really believe any time is a good time to start, as long as you keep learning and moving forward.

I’m sorry to hear about what you’ve been through. I’d recommend approaching game dev as a side project at first if your situation allows it. Look at what other solo developers have done, study their successes and especially their failures, and learn from them. Making a living from games is already difficult enough, so having some stability while you learn can take a lot of pressure off the creative process.

Narrative games are interesting because they can be relatively simple mechanically, but keeping the player engaged through a story is a completely different challenge. You need momentum: knowing when to push things forward, when to reveal something, and when to slow down and give the player some breathing room. I’d really recommend reading about dramatic structure before diving too deep into one.

And try to have the core of your story figured out early. Once you've built half the game around a narrative, changing its foundations can become very expensive haha.

Also, don't worry too much if “beautiful” isn't there at first. Programming, art, design, storytelling — they're all skills you develop over time. You don't need to master everything at once, and working with artists is absolutely a valid path too.

Thanks a lot for the kind words, and seriously, feel free to ask me anything. I always enjoy helping other devs when I can!

Submitted(+1)

Wow thanks again, this is very insightful and reassuring !


Thank you for your empathy too. 

I can't really approach dev as a side project: I don't have a job anymore (luckily my lover agrees to share expenses and supports me but I don't want to be a burden hence hard-working on my game dev skills), and getting a "normal" job is not really possible for me. It impacts my health and my ability to do other things, so if I have a job I can't do game dev anymore. I'd just collapse every time I get back home - and probably be on medical vacation after 2 months. I'm autistic (with "probably a high potential but your IQ is irregular so it doesn't have a meaning to calculate it"), and being at a workplace every day, going there by bus/train (I can't drive I'd be dangerous due to detail-specific attention) is just too exhausting. 

So I suppose my best shot would be to learn quickly and efficiently, maybe find other ways to get some income (like writing - I published a novel at a small editor in my early 20s, or learning arts and trying to sell some assets on Itch, or taking short job contracts (1-2 months) when we really need money), start selling small games with simple mechanics at a low price - even if I just get 30€, then 100€, etc... Maybe I should also see if there are small companies in my town or online that would hire me for short contracts or training. 


I did study narrative structures 10 years ago but it was for literature, and I think it works differently in games because a good narrative must rely on a good gameplay that fits with the theme and story, right ? (I'm French so my English literary skills are limited too.) I also read that narrative games are not so difficult to implement but they don't sell a lot except for well-known devs/writers so I wouldn't rely solely on this aspect, I'd rather integrate strong narratives with another gameplay/game-style identity. I'm still fairly new and experimenting different mechanics so I haven't made any choices about this so far, I do need to experiment, improve my programming, game-design and learn basic visual arts skills. I actually think coming-up with a good plot won't be my main issue. (The one I made for this game  was not very elaborate, I didn't want to focus on it too much).


Thank you again for your very kind support !

Developer

Sorry to hear that. But if you have the time to focus on game dev now, keep going and don’t stop! If you’re using Godot, the next Godot Wild Jam is coming up — join it, make something, and keep learning.

And yes, making even a small profit from something you created is incredibly valuable. €30, €100... it doesn’t matter at first. You made something and someone was willing to pay for it. Keep going!

Narrative structure in games isn’t that different from literature. You just have to consider the interactive side of the story and, if the project grows, how the narrative can extend across different media.

Also, you don’t need to master programming, art, and design all at once. Players generally don’t care how the product was made — they care about getting a good experience for their time. Art might be a bit more sensitive in that regard, but in general, if you have tools that give you an advantage and help you make the game, use them. You can always polish or replace things with handmade assets later.

Remember: first make it happen, then make it better.

Feel free to find me on Discord too. Maybe we’ll even collaborate on something someday!

Cheers!

Submitted

Thank you ! (Again !!!)

Yes, I was planning to join Godot Wild Jam or Cybrpunk Jam in September. Do you think the Godot Wild Jam will be more helpful ?

Alright, I may rely on my strategy to use assets from artists (and buy them if I manage to sell my games a bit) for now then. I think my plan is to do 1 to 3 jams every month to learn more, and if I make a game people really like I'll work a month or so on it to add more contents and polish it, and sell it for like 1-2€ for a start. Then do more jams, and again.

You are the master of key-helpful-short-sentences :D Are you a teacher sometimes ?

Since you offered, I added you on Discord. Feel free to write, be it about jams or other topics.

Have a great day !

Submitted(+2)

A very original game—albeit a bit chatty (the computer seems to have a lot to say in Spanish)—but the result is admirable in terms of visuals, sound, and game design! I’m not great at navigating in an isometric perspective, but I enjoyed the journey!

Developer

Thank you so much! We’re really glad you enjoyed it!.

And sorry about the Spanish haha. The game should detect your browser language automatically, but it seems to fail sometimes. You can change it to English by going to Opciones → Idioma and pressing E or Enter.

And yes, the movement is definitely something we’ve flagged for improvement. Now that you know about the language setting, we’d love it if you gave the game another try and got to experience the story in English!

Thanks for playing and for the feedback!

Submitted(+2)

This felt super complete! Plus the puzlles were entertaining all throughout. Congratz!

Developer

Thank you so much! We’re really glad you enjoyed it!.

Submitted (1 edit) (+2)

The visuals are absolutely stunning! Oh my god it reminds me so much of monument valley! The puzzles were nice, but the visuals are amazing. You even made a custom loading screen! SO PRETTY 

I'd appreciate if you could check out my game too!

Developer

Thank you so much! We’re really glad you liked the visuals — and yes, Monument Valley was definitely one of our main inspirations!

The custom loading screen actually has a technical purpose too! Besides loading the files, I use it to “warm up” the GPU. While the loading screen is showing, I instance and render the level resources once, so the shaders get compiled and the meshes and textures are uploaded to VRAM before gameplay starts.

That way, everything is already prepared when it first appears in-game, which helped us get rid of the little stutters we were getting in the web build.

So if you ever run into something similar in a web game, that’s one way to deal with it!

And of course, I’ll check out your game too. Thanks for playing! 

Submitted(+2)

Amazing visuals and vibe. Figuring out the puzzle was pretty difficult at time, but fun!
If you'd like, you can try out my game at https://tijntjohh.itch.io/work-in-progress

Developer

Thanks! Really glad you liked it! And yeah, some of the puzzles definitely could have been communicated a bit better haha.

Of course, I’ll check out your game too!

Just a small tip: ask your friend to add you as an admin/contributor to the itch.io project. That way, the game can show up on your profile too, and you can easily share it when commenting on other games. We made this game with three friends, and they all have it on their profiles as well.

Thanks for playing!

Submitted

Yeah it is weird. I think my friend did add me, as it does say on my Itch page that I am creator of the game, but maybe because he did this after the deadline it doesn't show op for me?

Developer(+1)

He has to send you a link, and you have to click it to accept becoming an admin.

Submitted

Ahh thx, it worked

Submitted(+2)

I love the visuals and the minimalist architecture (probably inspired by Monument Valley?). Gameplay-wise, it's pretty simple and effective, but a few mechanics aren't super clear especially the copy mechanic with lever. Same for the climbing, which could have used better environement feedback so you know you can grab the walls. On the audio side, the music is cool, but I would've liked more variation in the SFX for movement and dialogue, as they get a bit repetitive and annoying over time.

Great job!

Developer(+1)

Thank you so much! And yes, Monument Valley was definitely one of our main inspirations, along with Journey and Tomb Raider GO, so you caught that haha.

We totally agree with the feedback. Some mechanics, especially the lever interactions and climbing, needed better visual communication. We ran a bit short on time for that final layer of polish.

Same with the audio — more SFX variation would definitely help, especially since you hear those sounds quite a lot throughout the game.

Really glad you enjoyed the visuals and the overall experience. Thanks for playing and for the detailed feedback!

Submitted(+1)

It is honestly very hard

Developer(+1)

Thanks for playing! Sorry to hear you found it too difficult.

Yeah, some of the puzzles aren’t as intuitive as we would have liked, and the movement system combined with the camera angle definitely doesn’t help sometimes. That’s something we need to improve and communicate better.

Thanks for the feedback!

Submitted(+1)

いい雰囲気ですね。幻想的なステージが印象的です。

Developer

Thank you so much! We worked really hard on the environment and atmosphere, so we’re really glad that stood out to you. We wanted the world to have its own identity and feel immersive from the very beginning.

Thanks for playing!

Submitted(+2)

The visuals is what hooked me in that game, really enjoyed the atmosphere as a whole, great job team !

On the gameplay side I might have encountered a minor issue in which the door didn't open even after interacting with the lever, maybe it can be more instinctive ? Still really nice level design !

Developer

Thank you so much! We’re really glad you enjoyed it.

And yes, some of the puzzles weren’t communicated as clearly as we would have liked. In some levels, progressing requires completing all the dialogue, collecting all the memory shards, or meeting specific conditions — like having a lever and pressure plate activated at the same time.

We definitely need to make those conditions more intuitive and clear to the player.

Thanks for the feedback! Now that you know this, we’d love it if you gave the game another try!

Submitted(+2)

The visuals are stunning and the presentation is so well polished! From the UI and menus to the levels themselves. Even though it was built with premade assets it’s put together very nicely! The narrative is interesting in an abstract kind of way that you really have to stop and process what’s going on. It really adds to the theme implementation I think, as it relies heavily on the narrative.

Congrats on the entry, this one really stands out from a lot of the others!

Developer (1 edit) (+1)

Thank you so much! We’re really glad you enjoyed the visuals, presentation, and especially the story!

Just to clarify, only the lever, the door and saw were premade (and only because we forgot to replace them haha). We modeled pretty much everything else ourselves, using GridMesh, basic shapes, shaders, texture painting, and colors to create the atmosphere.

We were probably a bit too ambitious with the scope and didn’t have enough time to fully polish the playthrough. Since we wanted to make a puzzle game this time, we relied heavily on the narrative for our interpretation of the theme.

I always try to make games that feel beautiful, or at least cohesive and atmospheric with the story I want to tell, so I’m really glad you got the vibe! If you enjoyed that aspect of the game, you might also like Lux Ultima on my profile — it has a similar focus on atmosphere and storytelling.

Thanks for playing and for the detailed feedback!

Submitted(+2)

The aesthetic in this is incredible. Kind of reminds me of Journey or Chants of Seenar, but with a different color palette. Super cool though! Loving the movement too!

Developer(+1)

Thank you so much! We’re really glad you enjoyed the aesthetic and movement!

We actually took a lot of inspiration from Monument Valley, Journey, and Tomb Raider GO, so you definitely caught the vibe we were going for!

We rely heavily on color palettes to build the atmosphere and evoke certain feelings, always trying to keep them cohesive with what’s happening in the story and the world.

Really glad that came through. Thanks for playing!

Submitted

Ah I see that! I love Monument Valley. I don't know how I did not realize that!

If you have some time would love feedback on my game aswell :)

Submitted(+2)

The visual are amazing! I got strong Monument Valley vibes from them. The moment or inputs to be more specific don’t feel that intuitive to me. I first thought that it was free movement type of game before I ran into the buzzsaw levels and noticed that everything advances with the player in grid moment style.

Developer

Thank you so much! We’re really glad you liked the visuals, and the Monument Valley comparison means a lot to us — we actually took inspiration from both Monument Valley and Tomb Raider GO!

And yes, we definitely need to work on communicating the grid-based movement better. It was intended to be part of the puzzle mechanics from the beginning, but we can see how it can initially feel like free movement.

Thanks for playing and for the feedback!

Submitted(+2)

This game is very pretty I absolutely adore the visuals. The volume and sfx is a little loud but I wasn't able to navigate the menu because I could understand the language.  

The gameplay was very well done I found the puzzles very interesting. The movement does feel stiff and a little too fast though when moving. 

But overall a wonderful game.

Developer

Thank you so much! We’re really glad you enjoyed the visuals and the puzzles!

Sorry about the language issue! The game should detect your browser language automatically, but apparently something went wrong there. You can change it by going to Opciones → Idioma, pressing E or Enter.

We also appreciate the feedback about the movement and audio levels. We hope you give it another try and get to experience the story we crafted!

Thanks for playing and for the kind words!

Submitted(+2)

The game is pretty good. I liked how the movement systems works and how the obstacles move along with you. There was a bit too much dialogue or maybe it wasn't interesting enough for me, not sure which it is. Game looks great and UI is amazing for such a a small project

I think I encountered a bug where I died on the level with the moving platforms, after which the robot wouldn't talk to me and I couldn't advance though the game for some reason.  I ran around the level but coludn't find anything to do to advance. Also it's not obvious that when you're on a platform and move it will float you to the other segment of the platform. It seems like if you move you'll fall because the platform will move out of the way but no, the player just floats.

I played this for more time than most games so far, good job!

Developer(+1)

Thank you so much! We’re really glad you liked it.

Thanks for pointing out those issues too. We struggled a bit with polishing everything before the deadline, so there are definitely a few bugs and things we could communicate better, especially with the moving platforms.

If the game gets stuck like that, you can restart the level from the pause menu or from the main menu. Not ideal, of course, but it should let you continue playing.

Thanks again for playing and for the feedback!

Viewing comments 23 to 4 of 23 · Next page · Last page