Thank you for playing!
Yes, there are several weapons available. And there is even a NPC who tells about it. Look for her in the first street left ;-)
This is the best game I have played in this Gamejam (and some others) yet. It feels very complete with an insane level of polish and content - a guidance, secrets, music, voices, story progression, background story, rhymes, cutscenes, restart, enemy variety and so on. Make it longer and you can put it on steam. The theme is well implemented.
And, by the scores you motivate to play it again. And, the bosses are just right. And, I just like it! Great game.
The story consists much of mood and subtext. There's not really much happening here - no action scene, no typical conflict, no resolution - but it is more a flow of feelings and re-evaluation of relationships. That gives the story which could have been a classic choose-your-own-adventure but decided not to be, a dreamlike quality, and it feels off and distanced, conveying the emotions of the protagonist.
While Beebster calls for a clear goal, he views this work as a typical game but it is not, in my opinion; I think it is more an introspection, a psychological journey, a search for insights. And it carries the theme well.
What about these doors?!
The front door - I arrive, hold the button, the line gets red completety, but the door does not open.
The glass doors, the door in the music room, the backyard door in the (more and more spooky) cellar: no interaction at all! In a game about leaving a house through a door, there should be at least a "This door is locked" info or something.
Ok, the game may be uncomplete, but is it uncompletable?
I missed a settings menu and a pause menu, especially to reduce the loudness of the music. Always start your sound at 50%, not 100%!
As SpideySensei wrote, the camera seemed too near at the character.
Aside from all that, that game looked nice, and the core idea is original. Plus, it implements the theme.
Possibly it's my testing laptop. On this machine, the game looks very dark, and the starting room has a dreamlike, almost dithered, quality which makes it difficult to recognize anything. Or maybe it is an artistic choice.
Anyway, the game starts strong with a classic opener as a reason the player has to investigate. The letter was a mysterious first hint.
But then the game seems to demand that I collect 56(!) pieces of trash. The door is locked and the inside of the side cabinet is black to me. I open the cupboard. Seems empty. But is it? I enter and get stuck.
While I can't decide what effects are coming from the game and which from my hardware, I quit. Sorry. Next time I'm testing with more powerful hardware.
This was more a linear short story made in a game engine than a game. (In a game I have some agency, here the only way is forward.) But it was a thrilling read, getting darker and more disturbing on the way. Amazing what you achieved with only a few images, precisely timed sound and a spooky font.
And without talking about the topic, the theme was implemented. A highlight of this Gamejam.
Thank you for playing!
Yes, unfortunately the character looks too near in the inventory. I'll see into that. But the ESC bug is fixed already :-) The fix will be uploaded shortly.
The Retry button was a thing which I thought to have fixed already but will go into it again. The demon itself seems hard when you have no weapon but he is defeatable unarmed, too. And you can find weapons in the game. Have you talked to Agnieszka? ;-)
This is a straightforward unexplained-monster-in-the-woods game. As an Unreal one, it looks good, and to my amazement it even ran decently on a GT950M.
The game throws the player into a wood (as promised in the title), at night, near a shed and a house. No context here: you don't know who you are, where you are and why you are here. As the character, you don't know nothing about a potential monster, so you walk to the shed because it is the next building.
It is locked.
An emaciated monster comes along, you die.
With the magic power of Retry you start again.
So you walk directly to the house now, which you find unlocked and mostly empty, but you find the shed key which presents itself as yellow cylinder. Later you will find out that all important objects are such placeholders. So you unlock the shed and find a flashlight, at least. There is nothing more.
You find the Camping trailer but it is locked. Still investing the environment, you see a monster coming...
Hush now! You run into the house in time. The monster follows you quickly!
You try to close the door but the interact dialogue only appears at a certain distance and angle. The monster already could have been in the house while you move slightly to get the INTERACT.
But the monster hesitates. It stands before the door, looking at you, unmoving, only two steps away.
Is it a polite monster which needs to be invited, like a vampire? Does it not enter because it is uninvited, which would mean the Dev has implemented the theme? Or is it just not able to cross the door threshold because the navmesh is interrupted here?
You don't know. At last, you can interact with the door, closing it, and the monster stays outside. There is a couch here. You think you will sleep a while and leave the house by daylight, considering the game won.
So, this is a good game if you play the half of it in your mind. Otherwise, it lacks onboarding, a pause menu, sound, story, the actual objects. Please compare this game to "KEEP OUT" of the same Gamejam which has a similar core (lonely house in the woods with a monster) but better execution.
Thank you SO much for playing and recording it! This is an invaluable help!
Yes, parts of the environment are not ready yet - the cemetery alone is so big that is even for me difficult to know where I am, and there are still a lot of missing colliders, as you have seen. I fixed not enough in my last update.
I needed a lot of time for the dialogues which carry the story and the theme - especially because I had to exchange the dialogue system in the middle of the game. The I had to look for the fitting music, the demon voices and so on.
You found another chest at the light but you missed it and ran on. But you found all weapon types, congratulations!
Regarding the darkness, I wanted to take the game place at a believable night time, and somehow your brightness setting in the video matches my standard setting, hm... But I would not call it very dark - the price of the most darkest game in the jam goes to https://mendarion.itch.io/beneath-the-penitentiary-uninvited, in my opinion. ;-)
The ESC button quitting is a bug, of course. Working on it.
The game is planned to get more details (interaction, locations etc.) and a more precise help for locating the demons. There is so much to do...
Thank you for your patience. Your Claire is obviously a better fighter than mine, by the way :-) I plan to play your game at the weekend.
This game was so dark that it was only playable at night, without any lamp on. Then, the environment looked depressingly real and spooky. But I was only able to get some stairs down to a room without any usable exit. And nothing happened. I'm sure you have planned for more than an eerie walking simulator.
You wrote about voice input but the game did not react on it.
And there was no sound. At all. A game with that places importance on sound _must_ have any sound! Put an ambience there, at least.
And, interactions. Were some doors interactable? Did not seem so. The intercoms? They were at several places but did not show an [E] or something. Missed opportunities.
The strength of the game lies in its environment. The weaknesses, everywhere else. Yeah, it has potential. Complete it!
As Beebster said. I see the work and details in the game. The music fits and the voice is good. Graphics seem to be AI, regarding the voice it was explicitly said so in the readme. It looks polished and big enough for a longer game, a
But this has nothing to do with Halloween or the theme of the Gamejam. I rated it, though, to acknowledge the achievement of the game itself... only in my opinion it does not belong in the Gamejam in the first place.
This game seemed to be a backrooms variant with its liminal rooms in which no object in it, even the supporting pillars, has a collider. The impression of a hospital was there but of course the rooms made no sense because there were no place in which doctors and nurses would actually work... only halls and empty beds. So, horror vibes, yeah.
I'm not sure whether the theme fits here; you don't go to a hospital because you're invited but because you have to or you visit someone. So, being uninvited is the standard ;-) Surely, on the other hand, the ghost is an uninvited creature, but that fits for any ghost/monster story.
For me, the game worked as a small horror experience but I'm afraid the novelty may wear off quickly because of the samey content of the rooms. On the other hand, in the backrooms, it was part of the base of their success.
The browser version is a HTML5/JS horror game with some standard tropes (excape from this haunted house, find batteries, fix the generator) in a PSX-like artstyle, with some standard mechanics (Flashlight, hiding, reading notes). Hitting a ghost with a bat is new but makes no sense ;-). By the way, when the hint regarding the bat was seen I was looking for flying bats as the are typically for Halloween...
I normally would consider it a weak (nonetheless working) game but the dev is 13! For that, it is an achievement to get so far in the first place. Wow! The mechanics were solid enough.
I liked the ambient sound. And, the game has even a controls, settings and credits page! Makes is more professional (but the quit button does not work).
Like Hiisileiri, I could not find the last battery as well. And unfortunately the whole premise of the game - escaping from the haunted house - is forfeited at the start when the game starts with the player outside of the house while the ghost is already visible inside. A thoughtful mind would not enter here (but we aren't thoughtful, we have to rate games! :-) ).
Last remark - from the few notes in the game I did not see the theme shine through. Maybe it is meant that the player is uninvited but this would qualify any adventure or horror game.
I guess this is a game with many strategic options which lead to a good replay value. If I only could really play it - the onboarding leaves something to be desired. Please TELL the player that he can use TAB and the scroll wheel and so on... the TAB/mouseover, after I found it out, did help a little, but not enough. The explanation is too short here. Maybe it may suffice for players which are accustomed to this sort of games, but not everyone is.
For example, you say making graves is important. Yeah, they are needed to spawn my army. So how do I dig them? Is any place ok or is it impossible on the path? I was digging which the shovel but it produced gold, not a grave.
You give some tactical advice on the game page (goals and methods) but this is no substitute for telling HOW to play it in the first place.
Aside from that, I see the complexity in all corners. This looks like a game made in a month, not in a good week.
I've seen this perfect cyberpunk street before. In an earlier Gamejam. Not sure if it was a game by you. But you could have closed the streets, at least, so that it does not look like a demo level of an asset.
Your intro should be in the game. Not (only) in the theme description of the submission page or the itch page itself (which is badly readable because of the background). Then the player would know who the main character is, what he has to do and why. Exposition belongs in the game.
Onboarding belongs in the game, too, if it does not follow a standard. It does not (aside from WASD) so it would be helpful to explain that the games provides a suspect profile and the player has to catch him by E and then interrogate him by comparing the profile with his answers to detect deviations. You perform some sort of on-the-fly-Voight-Kampff-test here which is cool because the player can access the profile while he gets answers. But I wouldn't call a dialogue with a robot "the game's high-tension mechanics". The running and searching for it, it is. On the other hand, the street is so small that the player can simply wait until the robot passes by. Classic donut job.
I identified some deviants and tried to eliminate them by the LMB and was thrown to the restart. Without comment. Give the player a reason here!
The asset and the light made the game look very polished. The fluent robot movement was good, too.
This has potential to be a minigame in a bigger Cyberpunk game which even uses the theme but it is a little raw. Especially, why do the connections vanish while going further, and are coming back (mostly) when going back? In my opinion, the game needs
- some tooltips on the icons
- more feedback on what is going on (some simple text boxes popping up were a good start)
- sound
- a lost/restart message with the reason WHY the player lost this time
At this time, you click on icons without knowing the consequences exactly. Either do a better onboarding (your bland intro page is not enough) or give info about the options at every step. Then the player can have meaningful decisions and even fun.
Thank you for playing!
I guess it needs a dedicated graphics card, not the usual intel integrated ones. On a RTX3060 it runs with 150 fps. Regarding the size, 93% of the game are textures. I could reduce them but it would make the game uglier, and I'm not sure if it were much faster then. I will test it with more configurations and write the minimal specs into the itch page.
I did the game alone but I have a little experience because this was not my first Cyberpunk Gamejam and I'm planning a bigger Cyberpunk game anyway.
The only cyberpunk and theme connection is in the description. The game itself is a classic horror game, especially with the supernatural background shown at the beginning. And - a match as the only lightsource? In Cyberpunk? Sorry, that doesn't suspend my disbelief.
Technically, it is well done, from the dynamic light to the monster sound and the thoughts of the protagonist. I walked through the dungeon for ten minutes and I suspect that I get silently set back at the start when the light is gone. So, the level seems endless.
While the game would be a solid entry in every Horror/Halloween/Spooky/Supernatural GameJam, I think it does not belong in the Cybrpunk016.
A Cyberpunk 2D platformer can work if it's well made, like the Trauma Drama game inside Cyberpunk 2077. Unfortunately, this is not.
The player runs to a train, as described in the oneliner "story". The train is smaller than the player... ok? But there is no visible interaction, I can't enter it, and when I try to run on, the level ends. I fall endlessly into the grey and there's no stop button to end the game. Either I miss something here or reaching the train was the complete game which I don't hope.
In the first case, obviously something has to be told to the player once he reaches the train - how to board, how to go on now. Maybe an experienced platformer player would know. Don't expect anyone plays platformers. I only do in Gamejams, when I have to ;-)
This felt like a liminal low poly version of my own game, Unrider: it starts with a dialogue, you have to enter the corporation building, eliminate the guards, find the server room and hack a terminal.
But you have a more detailed hack plus static and floating (hackable!) security cams. Nice.
On the other hand, the rooms are mostly empty enough that the environment felt more like a dark blue version of the backrooms, level 0. Can VDB not afford lights? The darkness and the similarity of all rooms, even the server rooms, made it hard to navigate.
The guards are too tough, I think. I needed 12 - 14 shots to get them down, nearly half a magazine. (And there is no indication whether the "force push" does damage, too. An indicator would help.) In this time, they continue to shoot at the player with a high possibility to take him out. In a stealth game which takes more time than a Doom-like "run and shoot everything" approach, it is frustrating to lose all progress only because the guard refuses to die after ten bullets.
Ok, maybe I could evade all guards by more stealth. Or fire more precisely, but I think I hit some rather well. But - I don't know. I had two terminals done, after several minutes, and was not keen on repeating it all over again, because I did not know what was my fault what wasn't. And that's not a good result for a game.
I recommend a life bar on the guards so that the player can see whether his actions have an effect (or lower the hit points of the guards). Put more furniture into the rooms so that they become more realistic and "readable", and a little more light. Yeah, I know, it was a Gamejam game; I had the same problems with my rooms at the beginning but I think I have put enough in them that it works.
Aside from that, I think it's a decent game which a solid music track.
Wow. Everything in one small .exe-file. With which engine was this made? It looked very polished even when the car models were low poly.
Frankly, this is a game for multitaskers. Eyes on the street, look for obstacles. Drive. But look on the scanner, the mirror, the dialogue, too. Follow the evolving plot. Make decisions.
I lked the mood but while driving I lost some hints. Can only recommend to read the itch page first, most of this is not explained in the game (but it should be).
This low poly First Person Shooter has an interesting main idea but falls flat on the execution, which boils down to "kill anyone in all underground garage levels" while either the gun precision is low or the enemies have a lot of hit points.
The character motivation is a little overexplained, both in the unskippable intro which features an annoying sound and in the dialogue sequences. Yes, I understand the robot has a grudge. But I understand that humans want to retire a hundred-year-old robot, too! Especially when he's going to run amok.
As the garage does not offer much variety and the shooting was not very enjoyable the end of the robot was the end of the game for me, sorry. He got what he deserved. Maybe it's not the best idea to play a hateful robot.
Listen to Mentel, he did far better than me in the game. On my testing laptop, everything looked too dark. I was not able to take resources (guns, boxes) and wondered how I should get rid of the guards with only 8 darts. So I ran around, used all darts and was finally found and shot by some guard, every time.
I liked the writing and the voice acting, making the game more professional from the start. The sound generally was good. Seeing the screenshots, I see that I have missed a lot, especially the more cyberpunk-y part.
Let's start with the good things. The intro was rather movie-like even when the background story sounds... familiar. The character design of Vesper was on point (in a low-poly world where people have no faces) for a slim but muscular woman who had worked as fighter in the organ business of the future. I liked the sequence.
Unfortunately, the dialogue is unskippable (which may be ok at the first but unnecessary on all folowing playthroughs), a little too fast, and has typos.
Vesper finds out that the person who could save her, maybe, (who is not Anders Hellman but a guy called Simmons) is in the Neon Veil Club. So she grabs her gun (of the size of a railgun but with only 8 bullets in the magazine) and enters the city which is as dark as her mood. There are moving lights though, reminding me of Blade Runner. Luckily, the club is the only building with advertisements while the other buildings are ugly, dark and empty shells, only memories of their former selves. Ah, we are in Detroit...
She enters the club where no one is dancing. All rooms seem empty, but there are some guys with big guns running around, opening fire at sight. I wouldn't recommend this club at all, despite its funky name. Vesper shoots them all as she found out that she can reload her gun and consume the hearts of the deceased to heal herself, probably a bad habit from her previous job.
One door of the club is secured with a puzzle that insults her intellect. She opens the door - and that's it. End of game.
In the credits the Dev talks about a car controller, and yes, there was a car in a street but that's not very unusual in a city.
Okay. This is an unfinished mess. I would rather have a wall of text intro instead of the polished movie one if the actual game which comes after it really would work. The city design is sad, the fighting is broken, the movement of the enemies does not convince me, the bullet rays stay hanging in the room, the club is devoid of... anything which makes a club (but has objects without colliders), there is almost no sound in the game, the plot does not hold up to the description, and there is no menu so I had to end it with Alt-F4.
Yes, it's a GameJam game. It seems you started strong and had not enough time left for the gameplay afterwards. It has potential, though. And please don't ship the DoNotShip directory.
This was great. Normally I'm not in 2D platforming or similar, but the excellent presentation did it for me. Can imagine this as a movie. The setting, the animations and especially the dialogue made it worthwhile and fun. Cyberpunk at its best. I used the "delete something from a server" story as well but this was more personal. Of course, the theme was deeply instilled in the story. Liked the personalities of both characters here.
More just an interactive story than a game but well written and with much content and good worldbuilding. Got ending B. Unsure whether 3 passwords are too much, they hinder progress (happened to Mentel, too). I liked that there were some different images which supported the story.
Coming from text adventures and choose-your-own-adventure, I would have expected more opportunities to branch. But that would have meant more work and a less consistent story. (I have done some myself and it gets cluttered quickly ;-) ).
The very low poly style (with even a standard capsule as protagonist) and the 2D platformer genre don't make it easy to imagine a rich cyberpunk world in which a detective solves a case in a factory. Only the texts provide this paintwork. In return, they are inventive and hint at more.
I have the impression that the start location could be a reminiscence of the Blade Runner balcony scene, and the music takes part of it here.
Massive! I like open world games, and this fells like a low poly cyberpunk version of Death Stranding. What's not to like here?
Actually, there are some points. At first, it has no sound (the dev confirms it on the game page) while a simple ambience track would have worked wonders towards more immersion. Secondly, the colliders are more a suggestion than substance. There are buildings and people you can pass through. Some stairs work, some are unwalkable and some are unusable. The radar is half useless because it does not show on which level is the target and what the circles are meaning in the first place.
This game is a fever dream which chokes at its own size. I liked it. You can get lost in it. You never know whether you are supposed to be at a certain place or not.
It generates stories.
In my first attempt, I was shot at once when I tried to enter the pyramid, looking for Lucius, my contact.
At my second attempt, I sneaked into the first floor, watching people without animation moving around and was suddenly followed by a madman with a hammer. I escaped through a collision-less building, found working stairs, ran onto it, and he finally lost my track. Exploring the level further, some time later I fell down somewhere, died and was unable to restart because the button doesn't work (even if it looks this way). Had to quit the game.
At my third attempt, I explored the harbor, watched moving boats in the river, found an entrance and finally Lucius who gave me a mission. The delivery target was not far away but I was unable to deliver the robot parts at the robot store. I examined the store (a madhouse of missing colliders) inside and outside but neither E nor F were possible anywhere. Ran around with the package, dropped it somewhere and went on exploring. Fell down without plausible reason and died.
Such are the stories in the pyramid. The setting alone, accompanied with the main character, is fresh and interesting. Excellent use of the Synty assets. The pyramid conveys the Night City feeling of "This city does not care about you, it exists without you". It it strange and somehow alive and incomprehensible.
The design of planes which suddenly end somewhere reminds me of the Death Star where the engineers waived railings, too. It may be a bad and dehumanizing architecture but exactly this adds to the alien feel which is a part of cyberpunk. I still wouldn't keep it.
When you add sound and colliders and make the delivery working, you have a great game. It's already a juwel in this Gamejam.
Well done, great art style, tough action and more story than I had expected. I followed your game progress from the beginning on the discord - impressing how polished it looks at last.
To answer the question of NitroSodium: Shōsa (少佐): Military rank of major or lieutenant commander. An obvious reference to the main character. And yes, the background story is not entirely new, as Mentel said :-) The dialogue speed could be 10% slower.
All in all, a very rounded and complete game.
Best theme intro I have seen so far. Regarding gameplay, I have to underline what Nofix wrote. The final (big) drone on the first(!) cart seems invulnerable. Tried it several times, which different weapons. It swallowed every shot.
Nice idea with the train and the "endless city" mechanic, it makes the game seem far bigger.
This 3D Shooter/Platformer looks rather psychedelic and explains nothing in-game, not even the theme implementation. While I understand that the player is a hacker fighting against ICE in cyberspace, the code fragment at the beginning is more symbolic than helpful - and because it is unskippable, it gets annoying after every restart of the game. And because the enemy creatures are hanging motionless around, they are sometimes difficult to see and get you. Back to the code page.
Props for having a tutorial, options and credits.