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Good Morning Ugly New World's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2 | 3.900 | 3.900 |
| Stakes | #2 | 3.900 | 3.900 |
| Theme | #6 | 3.900 | 3.900 |
| Innovation | #7 | 2.600 | 2.600 |
| Aesthetics | #8 | 2.800 | 2.800 |
| Horror/Spookiness | #8 | 3.200 | 3.200 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
intro:
- while i love the atmosphere and especially the music/sound design ambience, and was genuinely interested the lore/worldbuilding the text was doing, it was way too long. i timed it after my first run and it was a full 2min 30s. i highly rec'd adding a skip function (with a confirm) to the intro, as i wanted to try both modes i sat through a full 5min of the same music/text. this will turn off a lot of casual browser players, especially for a jam, and hurts replayability.
audio:
- sfx were a little bland and static, some monster sounds/impacts on hit/reactions from the player char in general when you miss an enem/etc would be nice.
- music/sound in the intro normal intro as said was very nice. halloween mode's cutoff in an awkward way when looping. would've turned off the music in Halloween mode if it was an option as it kinda clashed with the atmosphere of the game overall.
display/presentation:
- when in a half-size browser window on my large monitor, the fullscreen button disappears. this is unusual for me on itch.
- the "night" halloween mode filter was nicely done, and definitely works as both a visual switch and a difficulty changeup due to visibility as Jakob mentioned.
- some of the radio text ran offscreen for me or wasn't centered. good dialogue, good banter.
- graphics were simple but well done. not sure if there are other enemies but a little variety there would be nice. variants are always fun, and can feed into different movements/abilities.
- the blood effect at the end of the intro was very sudden and didn't feel like splatter so much as as a layer popping into place.
gameplay:
- core loop was good, very simple but i didn't find myself getting bored and the difficulty ramp was surprising the first time, to say the least. i got to the i think 3rd or maybe 4th wave and had to call it, but if the ramp continues to just speed them up maybe add a movement like zig zagging or phase-stepping in addition to the running.
- infinite ammo with a slight delay between shots, i might change to an actual bolt action sound/motion
- no pause screen, no on-screen instructions, no controls/settings is a big negative for me.
- zoom is kinda busted, couldn't really use it at all and if i could've disabled it i would have as my mac mouse is one flush piece and accidentally triggering it was annoying after the third time. it's also very slow, and is either on or off, which contradict each other a bit. i would add steps to the zoom amount so players can actually choose where it sits instead of just on/off.
Thanks for taking the time to write such detailed feedback!
Intro:
We tried to put as much emphasis on the atmosphere as possible. I know the intro ended up being a little long, and unfortunately, with the last-minute rush at the end of the jam, we simply ran out of time to polish it further. We actually made a developer shortcut to skip it during the early testing phase, though!
Audio:
These are some great suggestions, and they'll definitely come in handy for future jams.
Display/presentation:
That's an interesting bug! We didn't come across it during testing, but that doesn't necessarily mean much.
I'm glad you liked the look of the Halloween mode, especially considering it was put together in a bit of a rush, in roughly two hours.
We didn't encounter the text issue with the radio either, although it's worth mentioning that, unfortunately, we weren't able to test the game on Mac.
The enemy variations were another thing we had to leave out due to time constraints. Originally, we wanted to add vampires with pumpkin heads and witch hats to the Halloween mode, but we eventually had to scrap that idea.
Your criticism regarding the blood effects is spot on. We hadn't noticed it ourselves, but looking back, I agree that they don't quite feel right.
Gameplay:
The difficulty curve did end up being a bit steep, that's true. (Even I only managed to complete it flawlessly once or twice...) Adding task descriptions hadn't even crossed our minds, but looking back, I can see that they were indeed missing. The pause menu was another feature we had to leave out due to time constraints.
That's a good point about the zoom as well. We hadn't even thought about that, even though I actually have a mouse with those buttons myself! In the end, the zoom mechanic somehow stuck around from the very first version, even though it was pretty clunky and almost useless in practice.
Once again, thanks a lot for taking the time to write up such detailed feedback! :)
Nice one, I really liked how simple yet fun it is. Loved how you tried to implement narrative in many ways in here, although it didn't make sense for vampires to run around during daylight, the time changes were still a nice addition.
Adding the Halloween mode was a very nice touch, but you could even call it a hard mode, since it is harder to spot those vamps this way. Would like a cutscene skip button, as currently the urge to replay and improve score is very high, but having to wait through a long cutscene plays against that.
Liked this one a lot, it tried to be a full gaming experience, which I really appreciate.
Great work, good fun. Liked the zoom and the vampire buildings being too large to cover when zoomed in.
I think it needs night vision mode and to take place at night with the moon instead of the sun moving across the sky.
Liked how the vampires attacked faster and it ended when I did not hold them off.
A bit too much on rails, most on rails shooters get around this by having the players in vehicles e.g. on a train, or wagon trail. Or the opposite where you can just move around and fight the vampires on foot and if you miss one from the tower potentially take them out entering the camp.
Side note it looks like your gun model is a bolt action rifle, could add a tension if it takes time between shots and the player hears the bolt being used to chamber the next round. Also it did not run out of ammo and a reload delay could add tension.
Seemed slow in full screen mode on my PC did you used any form of occlusion culling as this ensure the renderer ignores doing the calculations for the things not in the players view.
Possible improvements a map screen (could be an overhead drone) that helps the player keep track of the vampires.
Thank you for the suggestions!
Those are some great ideas. We might put them to use in some of our future projects. :)
I really enjoyed the game and the halloween mode was a good touch, great job, it was very immersive.
Thank you for your kind words!
This game concept is great I had a lot of fun shooting vampires; nighttime gets complicated but still fun! I also enjoyed the music as well; the soundtrack is great for setting the mood I think some radio sound effects would enhance the atmosphere. I wish you could skip the introduction after reading it at least once, so you could start another game faster and improve. Great job!
Thank you for your kind words!
Unfortunately, we didn't create the music ourselves, as neither of us is particularly musically talented. I always try to choose tracks that fit the experience as well as possible. (The music is from Pixabay.)
Sound effects would definitely have been nice to have. I originally wanted to include quite a lot of them, but unfortunately, I ran out of time.
Skipping the intro is a great idea...
It actually crossed my mind early on, but at that point, the code was still too messy for me to implement it. By the end, I had completely forgotten about it. On top of that, intro skipping was already implemented in the code as a developer tool. It would have literally taken just one line of code to make it available to players.
Challenging and fun. Unfortunately I let one vampire escape and he killed me haha. Shooting feels nice, tho sometimes when I used the scroll whell to unzoom, the weapon unzoomed and then zoomed again immediately. Not sure if it's a problem with how I scrolled the wheel tho, as it didn't happen too frequently
Thanks for playing the game! :)
Shooting was satisfactory - it is a bit of a long intro and there are some bits and pieces that seem to be a mixture between two games. The theme is within the ballgame - but I wondered why Vampires would run out in the sun.
I think this could definitely be focused into a great title if fully focused on a gameplay mechanic. The music is pretty nice. It could easily become a mixture of a VN and a shooter, lets keep it cooking
Thank you for your review!
Skipping the intro is a great idea...
It actually crossed my mind early on, but at that point, the code was still too messy for me to implement it. By the end, I had completely forgotten about it. On top of that, intro skipping was already implemented in the code as a developer tool. It would have literally taken just one line of code to make it available to players.
The connection between vampires and sunlight was originally supposed to be mentioned in the dialogue, but unfortunately, it didn't make it into the game due to time constraints.
(Radio: Speaking of which, remember that old refugee woman from yesterday? The one wearing that funny hat? She told us her grandparents were still children back in the old world. Apparently, people used to believe that vampires would burn up in sunlight.
Protagonist: Too bad nobody remembered to tell them otherwise...)
The shooting is quite satisfying, the feedback of the rifle is really well handled. The first part is quite easy, but the difficulty ramps up after sundown and itโs not uncommon then to let one or two vampire slip through. The cutscenes allow to get a better view of the camp and convey a good idea of whatโs going on as well as what are the stakes. It would have been nice to be able to skip at least the intro for when you want to replay the game, but itโs not a big deal. The Halloween mode is a nice addition, and I enjoyed its music =)
Thanks for playing our game!
Regarding the sniper:
I love it when interactions provide plenty of feedback. When I added the recoil, I was surprised myself by how much more satisfying it made the experience.
We finally managed to make a game that offers at least a little bit of a challenge! ๐
I'm glad you liked the cutscenes. I always enjoy adding little bits of storytelling to my games.
Skipping the intro is a great idea...
It actually crossed my mind early on, but at that point the code was still too messy for me to implement it. By the end, I had completely forgotten about it. On top of that, intro skipping was already implemented in the code as a developer tool. It would have literally taken just one line of code to hook it up. ๐ฎโ๐จ
Unfortunately, we didn't make the music ourselves, as neither of us is particularly musically talented. I always try to choose tracks that fit the experience as well as possible. (The music is from Pixabay.)