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A jam submission

UNKNOWN MISSION PROLOGUEView game page

UNKNOWN MISSION – A First-Person Thriller Experience
Submitted by ksgamerz20 — 1 day, 17 hours before the deadline
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UNKNOWN MISSION PROLOGUE's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#122.0002.000
Visuals#161.6671.667
Funness#161.3331.333
Puzzle Design#161.3331.333
Story#171.6671.667
Overall#171.5001.500
Characters#181.0001.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • I think this game needs improvement. I personally am sensitive to 3D games (they give me motion sickness) and this game was sadly making me extremely nauseous, climbing the stairs in the building was a nightmare! I had to cut my gameplay short because of that. However there were many bugs that made the game rather poor, for example leaving the vehicle in the beginning of the game would have me spawn again at the very beginning of the level so I had to run all the way back to the car again. There were tons of typos that made the story impossible to understand, I couldn't focus on what the game is trying to tell me because I was focused on typos. Try to utilize free resources such as chat gpt or google to double check spelling/grammar etc. I appreciate that there was some sort of a story going on, even though I couldn't quite get into it! The puzzles were rather not difficult. I'd like more of a challenge there. The visuals could be a little better, less grey inside the building, make it less monotonous. I personally didn't find the game in its current state to be too fun, but if you work on the camera sensitivity, on the visuals, spelling, puzzles, bugs, and some emotional connection between the player and the story/characters, it will be waaaay better!
  • Pretty simplistic with the gameplay being simply gathering items and finding buttons. Wish more was done with the driving aspect. Good job on completing a game for the jam.
  • Not much to it. Linear walking simulator, follow on-screen instructions. Took me couple of tries before picking up the passenger actually worked (he'd just disappear).

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Comments

I played the game through to the end. The bus was a bit hard to steer, so I jumped out and ran around until I found the passenger and knew where to drive. Pressing F teleported me back in the driver's seat! Because of the fast intro, I didn't know what the story was or who my passengers were. Inside the building it basically became a treasure hunt game. Luckily, I was not soft locked for finding items out of order, well done to you! When escaping the facility, I was told to find a passenger, but I found the ending of the game instead. 


So, the atmosphere was recognizable, but I didn't understand the story. It's not really my type of game - I prefer puzzles to be solved instead of instructions to be followed - but it looks to me like you succeeded in making a treasure hunt in spooky surroundings.

Developer(+1)

Thank you so much for playing through the whole game and for the detailed feedback! 😊 I really appreciate you sharing your experience — especially about the driving, intro pacing, and item order. Glad to hear you didn’t get soft-locked and enjoyed the spooky treasure-hunt vibe! I’ll definitely work on improving the story clarity and vehicle handling in the next update. Thanks again for taking the time to play and share such helpful insights!

Others may well be able to commandeer the vehicle better than I did! :-) But I took the wrong turn and had to back up to turn around. I didn't have very good visibility for that, so I preferred to run around on foot until I knew where the passenger was, avoiding any more driving in reverse. Driving on the main road was easier, but I wasn't really sure I was going the right way until I found the stop site.

Developer(+1)

Haha, totally understandable! 😄 The driving mechanics are still a bit rough, especially when turning or reversing, so thanks for pointing that out. I’m glad you still managed to find your way and reach the stop site in the end! I’ll work on improving the visibility and control feel in the next update. Really appreciate you taking the time to share such detailed feedback — it helps a lot!

Submitted(+1)

The weather reminds me of typical Nordic weather. I was not able to use "space" and I couldn't finish the game. My last objective wash "Enter building". I also drove off the game world, so it was nice to be near a beach :) 

But good try to make a 3D game. :)

Developer

Thanks a lot for playing and for the detailed feedback! 😊 Glad you liked the Nordic-style weather. I’ll definitely fix the space key issue and the map boundaries in the next update. And For the last objective get off the vehical while pressing f and just walk toward the building door you will be enter . Really appreciate your support—it helps me make the game better!

Submitted(+2)

Somewhat atmospheric. I think I get the mood that the developer was trying for. The screen that displays the story flashes by way to quick (I'm a fast reader and didn't even make it past the first couple of lines). I got to the point where my objective was "check the vehicle" and didn't quite understand what the game wanted of me (Do I get out? Drive back to the starting area?). Some prompts letting the player know what to press would be super helpful as well. Ended up driving off the end of the world trying to figure out what to do, which I'm pretty sure isn't the objective. Probably all issues that can be resolved with a time limit outside of an intensive two week jam.

Developer

Thanks a lot for playing and sharing your feedback! Really glad you felt the atmosphere—that was the main goal for the prototype.


About the issues you mentioned:


The story text running too fast is noted—I’ll make sure it’s slowed down or player-controlled in the updated build.


This was just an early prototype, so the main story cutscenes, finalized models, and polish are still in development.


The control panel actually was made, but I forgot to activate it while building—so it accidentally got left out of the main game. That should fix the problem of unclear objectives and missing prompts in the future.


And yep, the boundaries/world limits will be refined so players don’t end up driving off into the void.



Your comments really help, and I’ll make sure the final version feels smoother and more guided. Happy you liked the core mood of it! 😊