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A jam submission

They're Not TeethView game page

Submitted by JoshLmoa — 11 minutes, 29 seconds before the deadline
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They're Not Teeth's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#62.7272.727
Gameplay#73.0913.091
Innovation#72.9092.909
Overall#82.9552.955
Theme#113.0913.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Discord Username(s)
JoshLmoa, bigfootmech(Yak)

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Comments

Submitted(+1)

The concept of this is great, but without sounds it makes it quite anti-climactic when chased. Also the monster feels like it runs slightly too fast. Feels way too easy to get caught, especially when he traps you in a narrow area and refuses to leave.

I also wish I knew what the buttons did, or what they connected to. As I had no idea what the red button behind the boxes in the bathroom did. Or really what I was supposed to be doing haha.

This could turn into something really neat though!

Developer(+1)

Thanks a bunch for playing!
I'm still hard at work on making improvements, and I might drop the updated version after submissions.
I'm just working on sounds and such for now, and it's taking me almost another week just for that. Buut, I'm not exactly going by a minimum requirement, due to there being no deadline, hah.

Submitted(+1)

As a horror game, it really needs the sound for the ambience to be complete. I think you got something interesting here. With a little more work it could be an interesting game. I really like top-down view like Teleglitch. I was not able to find the yellow and green door button, but it could be that I'm also tired lol

The pull mechanic is interesting although it could use some tweaking because pulling too fast automatically makes you release the objects and is confusing as some stuff needs you to move much more carefully in order to pull.

It needs a clear objective: aside from seeing buttons and doors, I don't know what I'm supposed to do, and there is no information about that in the level either, no texts to put me in perspective of what exactly I'm doing there.

I would love to see this game completed. I'm very fan of the horror genre. Best of luck!

Developer (1 edit) (+1)

Thank you so much for giving it a go!

(You can check another comment here, where I respond to most of these points)

I was a bit worried about the yellow and green buttons. As they're both tucked away, and coming across them just requires a bit more investigation, which I can get many people wont necessarily wanna do when going through jam submissions.
If you did wanna give it another go. The toilets in the cafeteria area have a timed button for the kitchen, then in the kitchen there's a hidden button behind the fridge.

As for the objective, I totally do need do that. I struggled with lore or story almost the entire duration. So until the last 2 days, I didn't even really have a goal in mind, so I scuffed together a "get this, go home" mechanic, and the path to it is just a button finding puzzle.
I kind of like the idea that you don't really know why you're there, but I do wanna fill the world with bits of clues and lore. But we'll see where all that goes.

Thanks for the feedback and review, appreciated. I'll definitely let you and others know if ever and whenever I update the game.

Submitted(+2)

I think visually the atmosphere was well done, but not including audio really made the atmosphere take a hit. A little spooky ambience and the clanking of the monster's legs as it got close to you would've added so much, I think.

I would've appreciated a checkpoint after clearing the purple door considering how easy it is to get caught and killed by the monster. It seemed that the point of the first part was to establish the atmosphere and teach the player about buttons/doors and pulling objects, so that isn't lost to the player if a checkpoint is placed at that door.

The pulling mechanic I think is a really cool way to try and obstruct the monster but it's inconsistent to use especially in the heat of a chase. It seemed that the problem was that you could only pull stuff when you're looking at it. If you could pull things behind you it would be easier to use. 

Overall I think the idea of pulling and pushing stuff to obstruct the monster has a lot of potential so I'd be interested to see what you could do when the idea's more fleshed out. Nice job!

Developer

Thanks for giving it a try!

Yeaah, I'm real sad I couldn't get the time to go through audio and include some. I had a buddy who has sound packs and  there's a bunch of good ones there. But I just left the priority too late, and got super caught up making sure you could actually play from start to end, it just ate the last day of development. (only 11 minutes to spare once uploaded, lol)
It's definitely a priority though, and I'll be working on it asap.

Checkpoints too, same as above, really. I didn't get the time to research a decent way of doing it, but knew it was gonna be almost crucial that I included it. So it's a bit unfortunate that it shipped without them.

The pulling too, was a real quick and dirty job done early, that I just stuck with and got used to well developing. But was one I constantly wanted to improve. 

But thanks again for the feedback, I appreciate it!

Submitted(+1)

Really nice game idea and approach

loved the peripheral vision

As the others already mentioned an checkpointsystem would help as I m not good with those games ;)

In my opinion this idea has potential ... please let us know if you need more testers again when you rework after jam :)

Developer(+1)

Thanks for playing!
I was hoping to get a checkpoint system done on the last day, but I just couldn't squeeze in the time to learn how to do it, unfortunately. I know the game has a bit of length to it, and some tricky parts, so I knew it would be a big hindrance to have to restart over and over. :c
But I will definitely let people know when I update!

Submitted

Nice idea and gameplay!

After i finally found the pink switch in the first room and came across the giant robot it was really fun to play :)

The pull-mechanic could be improved a bit though by slowing the player down when they pull heavier objects instead of making the player lose connection between the object once he gets to far away. 

Developer

Hey, cheers for the feedback!
Yeaah it was a pretty scuffy addition for the pulling and I kinda left it as it was to get the rest done. It's one mechanic I'd like to rework to make it feel less, slippery and, weird.
For now it's just a raycast to determine where it pulls from. Then the arms just slap onto that point for the illusion.

Submitted(+1)

the peripheral vision was cool, the giant robot as fast as you less so XD

Developer

Thanks! Yeah, the robot has speed, but stupidly enough I kinda designed it where a few deaths are likely when you don't know what to expect, or when you go the wrong way. But I didn't get around to working on a checkpoint system. That's in the brain bank though, and you bet your butt when its a feature, the game's getting harder.

Submitted(+1)

haha yeah when you've got a million ideas and not enough time to apply them 

Submitted

the peripheral vision was cool, the giant robot as fast as you less so XD

Submitted(+1)

interesting game, the lighting some times bothered me when i was pushing stuff, things would get stuck, then i would have to finagle the thing in the dark. maybe have a small light source around the player for small instances like this.

Developer (3 edits)

Thanks for the comment!
But yeaaah, I did want to do more with the lighting, but I kinda cheated the line of sight using a light, and I didn't figure out how to get other light sources in without making them visible through walls.

It's a system I wanna rework entirely, if I do, and write a proper masking script for player vision so I can put lights everywhere.

Buut, it's an interesting take. I guess I got used to it as I was developing, but I did intentionally leave out the radial light.