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Flight Home's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Usage | #1 | 4.350 | 4.350 |
| Visuals | #4 | 4.300 | 4.300 |
| Overall | #5 | 3.710 | 3.710 |
| Audio | #9 | 3.500 | 3.500 |
| X Factor | #10 | 3.500 | 3.500 |
| Engagement | #13 | 2.900 | 2.900 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
SUPER impressive given the time frame! Genuinely caught myself breathing heavily a few times when the lights went low. Lots to keep track of that add to that "Oh what now?!" Style of horror where evereything is going wrong all the time. Got lost when I had to restart the engine, I feel like Im missing a keycard or something. Will probably come back to this one after the voting period!
Woah this is huge! Cant believe this is a game jam game, theirs so much here! It looks great too. I kept getting lost but that was all part of the fun, Love the quicktime game to recharge a battery when your in trouble, if I had to do it all the time that would of been rough but with with all the recharge stations and batteries around it felt fair. I'm really blown away by this project!
awesome vibes! spooky and tense, nicely done
Holy atmosphere. Alien Isolation is one of my fav horror games and I feel the influence here. I had similar setbacks as the other comments so I won't repeat, but as far as setting mood and place this knocked it out of the park
incredible environment and visuals, and very fleshed out. we gotta team up next time!
yahhhh we do!
Superb environments, both visually and sound-wise. Storytelling was solid too, and while it took a bit for me to get a feel for the gameplay, once things clicked I was very much invested in the game. Well done!
Cool visuals! Extremely cool. Bit hard to figure out. I would skip the in-browser player altogether since it stutters and freezes pretty bad.
I got scared and didn't want to finish T_T why was i so afraid of a portal?!? I don't know!!! But I think you absolutely achieved the horror element here, running around a mysterious and empty ship with ??? something in it? I absolutely love the CRT overlay, and the green outline that appears around important objects to help them stand out from the rest of the environment. I also really loved that this was in first person 3D! It absolutely added to the atmosphere. Additionally, it may be intentional, but the text under choosing a difficulty at the beginning is incredibly hard to read.
Amazingly tense atmosphere! A little undercut by the enemy portal thing, but the lighting and audio really sold the creepiness and tension of the ship. Like others have said though, it was pretty difficult to navigate. I think the flight manual would have been a great spot to explain a few of the mechanics, like the visor with F, how the energy system works, etc, instead of that being in another tab on the computer. It took me a good while to find those notes and start using the visor, which meant a lot of things were difficult to find. Some of the doors were confusing since at one point they said "malfunction" and so I didn't go back to them right away once I had keycard access. The low lighting is great for the atmosphere, but I think the clarity of things ends up suffering a little as a result - the CO2 leak in the galley would have been impossible to find without the visor, and even with the visor on it took me quite a while to realize what the game wanted me to interact with.
I like the atmosphere here, very isolating. The energy mechanic forced a slower and more methodic experience navigating the dark halls of the ship. Every venture into a new room was done with intention and urgency, which adds a good layer of emotion to the horror experience. I was able to get to day two where I was tasked to reset the breaker, however I was never able to find it. The only way forward from the control room was straight was down the hall, past the locked doors, and in the center room with the full heal. Interacting with the object in the center of the room didn't seem to do anything, so I ventured into the side halls and found dead ends and locked doors. Checked each side a few times with a few deaths mixed in there, but wasn't seeing any way forward. On one respawn I walked to the side of the bed and got stuck, left my session there. Overall I like what is being set up here, I was genuinely tense at the start and seeing all the tools and features the console had was piquing my interest. However spotting what was importance in a scene and where to go next was a little vauge and led to some frustrating moments. Great work and hope you explore this further
This game is so creepy! I was very scared walking around the whole time!
The visuals of this game are super impressive and the atmosphere is intriguing! I really loved the overall design of your models, it was all super cohesive, and the camera effect rendering adds a nice touch. I found it exciting and fairly creepy to navigate around the ship. Repeating others here, but I also had a hard time figuring out the objectives, I had to restart a few times because I was confused. I'm glad you put that note in the description about multiple tabs, because I probably wouldn't have looked into them otherwise, so I wish those things were a bit more intuitive. I also came across a few bugs but noted - I played on the web and you warned about that, so that's totally fair. Overall, this is extremely impressive for a jam submission! I hope you keep it up and I'd be excited to replay this!
The visual effects and the models for the environment are very impressive, and the production quality around there being video settings, the game looks very polished. The audio was very effective in setting a mood, and it did feel even before things got bad that there was something on the ship with me. The camera system was also cool, I was only able to figure out what particular room was the "galley" by looking at it on the camera. The idea of doing tasks and checking in on the monitor was a bit of a slog, finding key cards in places that felt a little arbitrary. All of the writing that I did see, in the task monitor, in the cryo bed, and after dying, was very effective in setting a mood for this place. The monster itself didn't scare me at all, it just being a moving PNG, and I just let it collide with me and that was a bit underwhelming, it may have benefitted from an animation. Oh, also, cool bit of environmental storytelling with the test tube that had all the dirt around it.
The mood and atmosphere are very nice. The look and feel of the game is great. The layout of the map was pretty handy with the shortcuts and different routes. I agree with the other comment - it was really hard to understand the objectives at times. It also took me a while to find the flight manual. More than once I would go to the place where I had to do something, thought I did it, and then come back to figure out it was not done. The first time I encountered the "creature" (or whatever it is) it really did spook me, which was pretty good. It got me. However, on my second playthrough, for some reason, most of them got stuck in walls for rest of the game. They wouldn't clear after each cryosleep, and they were just stuck there in the same spot each day, so that kind of away from the tension a lot.
I thought the air/fuel management was pretty interesting, and I liked the mechanic of refilling it yourself but it getting more challenging to do that so you need to really start refueling at stations or using the batteries.
Everything about this game is ambitious and well done - except, the objectives are really hard to do and not well indicated. I couldn't find the second breaker so I gave up. Also it took me like 10 minutes to find the initial flight manual because low lighting and it's not indicated with any special markings. I want to play more when a patch comes out that I can actually find the objectives (despite using F for visor).