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A jam submission

Dead SectorView game page

A short prototype of a first-person survival horror.
Submitted by IonBar — 2 days, 23 hours before the deadline
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Dead Sector's itch.io page

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Comments

Submitted(+1)

HALF LIFE SFX LOL
great artstyle and vibe to it
i had a weird bug, when i died and restarted i was stuck in a loop with the game continously rebooting in the first room

Developer(+1)

Thanks! Do you by chance remember how you died when you got stuck in the loop? Did it happen just once or all the time?

Submitted(+1)

an enemy killed me in the room where i got the revolver

(+1)

Love the game so far! Reminded me a bit of Resident Evil and Signalis. Can't wait to see more!

(+1)

.
Developer(+1)

Thanks for the video feedback, it's super useful! As you mentioned, some things were a deliberate choice, though likely will be tweaked at some level, but there are also some things I haven't considered.

Submitted(+1)

I WANT MORE

Aesthetics are great, love unfiltered textures. My only gripe with it is that the contrast is too high or something, maybe too much ambient occlusion too. Some dark things will bleed into a black blob, played with the monitor on the highest brightness but it didn't help much. Some examples of what I mean:




Options menu of course, the default mouse sensitivity was really high on my computer.

The slow transitions between rooms can be a bit annoying, I can see what you're going for with having them though so maybe its necessary. I wish the doors would stay opened though so you can better tell where you can from when the corridors look similar. Designations above the doors would also help, eg. "DV-023" etc. 

Key prompts while inspecting objects would be nice; <A | D>

The revolver is great, although aiming at a distance can be hard. But that might be the point. I couldn't see any point in spinning the cylinder though, I think I'd prefer if pressing R would load a bullet only into the top chamber and you had to spin it manually for each bullet. Also didn't see if you could unload just one bullet, pressing the unload button could unload just the top bullet and holding the button would empty the entire thing.

Loading a save doesn't say which slots are filled.

At first I thought I had to enter the temperature into the device with the key and tried to find a way to do it. Realized it had already been done, you could add a snippet about waiting for the red light to turn on so its obvious. I mean its the first puzzle right.

Should you be able to use the metal hook in melee too?

I think the sort of SCP/Half-Life/Resident Evil think you're going for is really working, excited to see more from you.

Developer

Thanks for the feedback! Will experiment with the ambient occlusion, but the excess shadowing was deliberate. I was experimenting with some kind of door markings but haven't found anything decent, designations is a good idea. Full unload is deliberate, but a fixed relative position instead of fixed cylinder position makes sense. Will also tweak the puzzle to make it a bit clearer on what to do. And the hook only a puzzle item, not a weapon - going to make what it clearer what can be used as what.

Submitted

I was thinking some items could have multiple uses, like the hook being a puzzle item and a weapon. But it would probably confuse players so I think you're right.

Submitted (1 edit) (+1)

>When the combat music suddenly starts out of nowhere.

I loved this demo. The sound effects are just right. The graphics are brilliant. The setting is clearly made by someone who knows what he's doing. Liked the puzzle.



And this is pure game. This reload system is cool as hell and adds so much tension to the already tense encounters. If you came up with this you're probably one of the best devs here already. I want to see more.


Oh wait there's a gun in the game just lying on the floor and you can't pick it up. Awful game design 0/10
Submitted(+1)

>short prototype

You've got pretty good signalisresidenthill-like in the make, graphics and style are consistent, the only thing lacking was the music. Just like finish the game lad.

Submitted(+1)

Finished the demo, was kinda enjoyable.

* There doesn't seem to be a main menu.

* Had to discover controls: F is interact, I is inventory, Shift seems running, S/D control that device with the key, Q then R for the revolver and E removes its used casing.

* I thought the mouse sensivity was enough but still sticked with it.

* When I entered the second room with the doors, there was a bit of a short freeze but I still kept through.

* At some point, I dropped the charred key from the inventory and couldn't pick it up again, so I restared the game.

Developer

Thanks for the feedback! Yeah, dropping items was a bad idea in hindsight, I'm probably going to remove it (esp. when storage chest or something similar is implemented) as right now there's not much use to it and it can only cause issues for progression.

Menu and settings are definitely planned, this was more of a prototype/showcase of planned mechanics/atmosphere.

Submitted (1 edit) (+1)

Linux version. It wouldn’t let me save the game. It’d fade to black and just stay there. Pressing spacebar or enter again would play the fade-to-black animation again and just leave me stuck there – again. The computer in the starting room let me login with empty fields for both user and password, and I could still read the emails as that unnamed user.

The lighting and texture work are excellent. Reloading the revolver manually is neat.

I think your game is way cool.

Developer

Thanks for checking out the game! Odd that the computer asks for login, as it should boot normally if there are no credentials - probably the same thing that breaks the saving for the build. I'll try to take a look at it.

Submitted(+1)

Hm. the track while in chase by a zombie is good. sound effects fit but require adjusting. 
If you don't have audio sliders yet I suggest unplugging headphones, listening to a podcast or a video at a comfortable volume, then adjust your game according to that. It's too loud for my "normal computer volume level".

Submitted(+1)

The space between room transitions after you open a door is really nice, feels good. I like how you have to load the gun chamber manually. Really cool, kind of reminds me the same feel Penumbra gave me when I first played it.

Submitted(+1)

incredibly based

Submitted

I tried running it on Linux with proton but it immediately crashes with a segfault ):

Developer(+1)

Uploaded a Linux build, couldn't test it but hopefully it works

Submitted

Based, it works great. One of the enemies got me down to red health but I managed to get through it one attempt.

I’m a little disappointed you can’t unload just the spent casings, but at least the unspent ones are preserved.

I love your texture work, do you have any workflow tips? It looks like some of them are just photos but not all.

This is really good, keep it up.

Developer(+1)

Thanks! The textures are generally either photos or assets I've found, downscaled with little to no interpolation, and sometimes a light HSV noise added for grittiness, though there are some that are painted and/or stiched together from other images (mostly for non-static objects like pickups and enemies) but they generally use the same workflow at the end for finalization.