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A jam submission

ImpermanenceView game page

Horror game where the rooms change every time you look away.
Submitted by liamflannery (@make_shift56) — 6 days, 23 hours before the deadline
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Impermanence's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#1103.4293.429
Sound/Music#1203.0003.000
Overall Fun#1333.1433.143
Controls / UI#1772.5712.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Horror

Any Horror

Rating

For 13+

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Comments

Really neat concept for a puzzle game but I found myself quite confused at times, I wish there was some sort of minimap or indicator of what the next room will be in order to plan better.
It also took me a bit to realize I could kill the enemies and that power only went through if the room was loaded so making that clearer in the tutorial would be nice. That said I appreciated the sound for the power it helped knowing if it had gone through.

I'm also not sure if you can get softlocked or not but first run seemed impossible, the way through was blocked on all sides but I might just be dense.

Gameplay 03:03:43

With all Feedback Quest 9 games, I play each game for 30 minutes or so to provide context for my comments.

I really liked the concept of this game, but I found it really difficult to actually play and enjoy.  The game asked if you wanted a tutorial, but didn't actually give a tutorial, which likely added to the frustration.  For example, I was never quite sure what all the red marks that were growing were supposed to mean, though I presumed it was bad and recognized that holding my eyes closed made it go away.

I liked the multiple views that were color-coded, and that blinking changed the scene, but I couldn't tell if it was supposed to be 2 or 3 versions.  Some doors that were open appeared closed while doing the blink thing, unless I was standing near it; then they were properly open again.

Having to drop the battery and then insert it into the gun was a frustration point, and it seems like it should just have a load option when you mouse over.  Some of the mouse-over area hitboxes seemed a little off as well.  And when I inserted the battery into the shield per the image, it never actually worked or showed, even with the battery fully charged and trying to swap between the two I had.  That's where I got stuck and stopped playing.

Some of my viewers found the constant blinking of the shield not having a charge annoying.

VOD link: https://www.twitch.tv/videos/2880630045?t=01h19m37s

Developer(+1)

Thanks for playing, we appreciate your time! 

Those points are all valid, I think it was mostly a time constraint more than anything. We would have liked to do some more playtesting and some more tutorial polish.

Submitted (1 edit) (+1)

I think the mechanics of this game are super neat! Reading some of these other comments and seeing that you made the game in such a short amount of time is really truly impressive. I don't think I've seen a game do this before!

That being said, I do agree with the general sentiment that a better tutorial would definitely help the game. Since the mechanics are so novel, it would definitely help to have them be explained a bit more concretely. Having to attach the battery to the shield was especially confusing, as with the minimalist art style, the tutorial image was hard to decipher. Once I kind of understood the gameplay loop, though, I was having a good time!

Part of me wonders if the game would benefit from some handmade levels as opposed to just randomly generated ones - When the game first started, and I had to juggle the unique mechanics along with the enemies that all have their gimmicks and no real sense of direction, it was hard to not feel overwhelmed. I think randomly generated levels are definitely impressive, and a fun thing to include, but having at least a few hand made levels thrown in might help create a sense of purpose in what exactly the goals of the player should be, if that makes sense?

I feel like I'm being a bit critical, but I want you to know that the mechanics are really, really cool, and I'm so into the look of the game. I think this could absolutely be something special. Looking forward to what comes next!

I played it on stream around 5 minutes in:

Developer

Thanks so much for the feedback! I really appreciate you taking out the time to play our game.

Completely fair points, the tutorial and the level structure do definitely need some work. I also agree that hand authored levels would actually work better for what the game ended up being. I had set out thinking it would be more of a survival horror type experience but it ended up being closer to a puzzle game with horror elements, so I think going forward you are right that a mix of random generation and hand authored levels would make sense.

Thanks for the kind words too, we weren't actually sure if we were going to keep working on this but after these and a few other people's comments we're definitley thinking about it!

Submitted(+1)

The concept, hook, and execution are kind of wild. I had just watched the episode of The Office where they debate whether a wall still exists when nobody is looking at it, so the timing was perfect.

The neon-blue wireframe corridors keep the geometry readable while making everything feel unstable and alien. I also like how immediately understandable the game is. The minimal controls let you focus entirely on the puzzles instead of wrestling with inputs.

I did not hear any music or sound while playing in Chrome on Windows 11. That could have been an issue on my end, but if audio has not been added yet, I think it would do a lot for the atmosphere.

Since rooms changing when you look away is the defining idea, a five-second looping GIF would communicate the effect far better than any still screenshot. Overall, this was really fun, and I would absolutely play it again.

If you have two minutes, try BEAT BAES and smash some spinning mechs together for science. Builds get busted, physics gets questionable, and I need feedback before the BAEs become self-aware.

Commit mech violence · Document the incident

Developer

Thanks so much for the feedback! 

I've had a few people mention audio issues so I dont think it was on your end will definitley look into that.

Checking out your game now :)

Submitted (1 edit)

Hey I played your game!  I love the minimalist aesthetic, and the game mechanics are interesting.  I even kind of like the way you can store batteries based on looking at your belt.  But a lot of it felt very unintuitive, and I was stuck on the tutorial for a long time (I never actually figured out how to put the battery into my shield and only knew that after skipping the tutorial).  Also, after putting the first battery in the door, it's not clear that I have to grab it again to recharge it.  I did figure that out, but then I didn't realize you had to wait for charging, so I put an uncharged battery in the door and it seemed like I couldn't get it back out, so I had to restart.  So I think the tutorial could use a lot of work.  Maybe you could start with forcing the player to charge a battery so you know how that works.  Also, I'm not sure how to make it clear how to put the battery in your shield, but demonstrating that should be clearer too.  Then by the time I tried the level after the tutorial, I just kept dying from the enemies before I could get out of the first section.  So I was never really able to progress past that.  I don't know if it's just a me problem, but I feel like the onboarding and early game needs to be restructured to ease the player in.

I guess my main takeaway is, since you have such a novel set of mechanics (which are really cool!) you really need to hold the player's hand and make each part of it very clear.  You have a cool base here, so just a lot of iteration and testing and should be able make something great.

Developer

Thanks for taking the time to play our game! 

Completely understand what you mean, and I think it just boils down to us running out of time to put the tutorial in properly. We made it in a week for the Brackeys Jam so it's still a bit rough around the edges. 

I 100% agree we need to hold the player's hand a bit more and walk them through the mechanics, and I get it being frustrating to get dropped into the level and just keep dying. 

Hope you were able to enjoy the experience anyway, and it sounds like you were able to understand the mechanics eventually so thanks again for playing :)

Submitted

Oh wow, this was made in a week?  That's kind of amazing then, and totally understand you weren't able to figure out a foolproof tutorial.  Regarding my game, sorry, no browser or Mac unfortunately.  

Developer

Ah okay no worries, good luck with it!

Developer

Also would love to play your game it looks cool, but any chance of a web or Mac build? I only have a Mac unfortunately  

(2 edits) (+1)
  • Youtube Link / Twitch Link
  • Graphics : Minimalist / Wireframe-esque , mostly I like it , but there's certainly some things that could really use a touch-up.
  • GUI : Fairly minimal and "imsim"-y , both good and a bad thing in it's current state.
  • Performance : Flawless
  • Music / Sfx : 
    • Music : Completely absent, please add some songs.
    • SFX : Mostly fine but might need some tweaks.
  • Gameplay : A somewhat strange, somewhat unique puzzle game with SCP vibes.
  • Misc Issues : 
    • There's numerous clipping issues found throughout the game
    • Enemies and the player seem to be able to clip through objects are somewhat random intervals
    • Some walls seem to be see-through, I believe some might've been intended with others being a glitch.
    • Sometimes rooms can just switch colours every 0.5s or so even if you're looking at them (?)
    • What happened at the end, was I supposed to just walk in the room and it end, stand there, touch the boiler? Something is off.
  • Notes : 
    • I believe the the maps are randomly generated?
      • I'm not keen on this, a handcrafted experience would be far more preferable , especially if it runs the risk of being softlocked.
    • More colours aside from Red / Blue / White could make later levels even more crazy / complex.
    • I like that there's different threats based on different colours.
    • I'd like to see some variance on puzzles, e.g. we only had to shoot a thing on the wall once and I think that was explicitly a tutorial.
    • Enemies (atleast blue frog/lizardmen) are nice in their variance [model-wise but also mechanics] and would like to see a little bit more 
    • Some items would be nice, e.g. Eye drops : Stops the need to blink for X seconds or restores them back to full.
      • Mirror : Plop in front of a blue guy to just stop him as long as it's in front of him
      • "Eye" : Keeps the room it's in / looking at , as the colour it currently is permanently OR , has it's own eye timer.
    • I'd prefer if guns were more lethal with the obvious cost of energy usage going up. As it is, it just feels kinda slow/bad as it takes so long to kill.
    • Chargers need to look distinct from the puzzle holders
    • The player model could do with a bit of a touch-up, it looks a bit rough.
    • Interacting with various items , especially on the right most slot of the belt and just in general management feels a little bad. [Reloading, Trying to swap out batteries with others , be it colour or charge variance]
  • Final Thoughts : I see the idea here and I think it's good, but the execution is a bit mixed. I somewhat enjoyed the game, but figuring out the puzzle and then being able to execute it due to the somewhat fiddly mechanics is another.
Developer

Hey I just watched through your playthrough, thanks so much for taking the time to play the game!

Totally understand a few of your frustrations with the more janky parts of the game. It was made in a week for the Brackey's game jam, so I would have liked to spend more time fleshing out the tutorial and making things a bit less finicky (also having a proper ending lol).

Fair point on the random generation for the maps, the game was meant to be more survival horror and less puzzle originally which is why it was randomly generated to begin with. But 100% agree that if it ends up becoming more of a puzzle game, the hand crafted rooms make more sense.

With the ending we just genuinely ran out of time to put in something proper, so we just had it put a boiler room with a trigger saying you won haha. The idea would be that there are different sections of the ship that have different goals/puzzle mechanics and you unlock the door to go to the next section of the ship. 

I also got what you meant with the puzzles feeling like they went from 1 to 100 very quickly, I think the first level there is probably more like the 4th or 5th level rather than the first. 

I agree with most of your points of feedback, thanks again for taking the time out to play. I think the idea of the mechanics I was envisioning did manage to come through and I hope you enjoyed the experience despite some valid frustrations with some of the bugs. 

Jam Host

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This game is a really fun concept! Having each room change whenever you look away or blink is just really cool! I like it a lot! It creates some good puzzle elements and really makes you have to keep in mind where previous rooms are in the colour rotation. On the most basic of feedback, I wish it had better sound design. Some music or ambient sound and just some audible flair when you win would be great. This should be easy to fix, so I just want to get it out of the way before I tackle anything bigger.

First, I discovered a bug during the tutorial: if you grab the gun and attempt to holster it before you have the holster, it just crashes the game. While this is only in the tutorial, it can still leave a sour taste in one's mouth. On top of this, the game outright presents the controls for stowing the batteries before you have the holster. However, when you do this you just drop them. What I would personally recommend is that either the player has to get the holster first or that they always start with it, even in the tutorial. That way, it won't create confusion. Alternatively, you could just hide the stowing controls until you have the holster, but then you still need to force the holster before the gun.

When playing, I found myself getting frustrated when trying to put batteries into stations. The game demands very high accuracy when doing so, and being off by pixels results in the player... storing the battery on the wall. I even had this issue result in a battery getting trapped BEHIND a station where I couldn't get it again. So for starters, you should only be able to put a battery down on a horizontal surface so it always sits on top. Second, the interactable area for the stations should be much larger so you don't need to be as accurate.

Another thing I found frustrating to deal with was how batteries behaved when you were trying to power something over multiple rooms. The battery would input power until it reached a room it couldn't go into due to the wrong colour, then would pop out. Even if you went and fixed the alignment, you still had to take the batter out and put it back in. I assume this was to ensure the player had to have all the rooms correct in order, but it honestly just felt annoying to me, particularly because it took me a while to realize that the room only changes colour when you LOOK at the room rather than once you look away. As such, I struggled when it came to powering something that was 3 or more rooms away from the station. One thing that I think could make this easier would be some sort of map system that shows whatever state a room is in. While there could be difficulties with making this (since you'd have to ensure there aren't bugs from glancing away from a room when you go to check the map), I think it would be helpful for players.

Another thing I found odd was how you get out. In the two runs I did, the exit was through a door that required three stations of power. That was fine. However, it wasn't clear where you had to go once inside the room in order to initiate the escape. In my first room, I got lucky and only had to approach a circular console to do so. In the second one, though, I was more confused and kinda only found it on accident. Perhaps something to indicate where to go to finish the level? 

Finally, while I understood how to switch between stowed batteries, I found it harder to do in execution. This was particularly true when it came to the right-most battery, as this one was often very close to the shield battery and I'd often have a hard time trying to target the stowed battery.  I understand the purpose of this is to force the player to look away and thus potentially change things in front of them when they look up, but I feel like the forced blinks do this as well... at least, I assume those exist. I never let the eye strain get to the end of the line, so I don't know what happens. I assume if you don't blink in time, either it does so for you or perhaps hurts you. I think that, instead of having a quick select for your gun, you should have a quick select for your batteries and be forced to look for either getting your gun or changing your shield battery. In that way, you set up that the items that make you look away are the ones that are integral to any combat in the game, and looking away can change your combat situation. How would you load the gun with batteries then? Simple: press the appropriate shortcut key! Instead of using Q and R for stowing and pulling out stuff, you use 1, 2 and 3 for each battery and have a small piece of UI interface that shows what colour battery is in which slot. If you have your gun out, pressing a button then makes you load that battery. If you eject a battery, it goes into the first available storage slot (and otherwise drops to the ground if you don't have one).

I'm excited to see what you do with this game! :)

Developer

Thanks so much for this feedback, its super in depth and I really appreciate you taking the time out to play our game! 

We've noted all those bugs and will take your suggestions into consideration. I think it will come down to tuning how difficult we want the inventory system to be as we develop more levels and add different types of items etc. but your hot keys idea is good. 

Jam Host

I'm really behind on this but here is the VOD. https://www.youtube.com/watch?v=pSyAqZgt7ow

Jam HostSubmitted

The AI tags issue has been fixed, please update your game submission to reflect your AI usage.