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A jam entry

NauseaView game page »

An experimental action game
Submitted by Longus with 2 days, 12 hours before the deadline

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I had a good bit of fun just messing in the demo room, but having just a reference guide for each tiny action is not user friendly at all. I'm sure you could keep the current level of complexity by just having a (default) mode that gives you prompts for button suggestions. like what to press to load a gun when holding a mag and pistol. or a constant reminder that V is drop. Gives me "receiver" vibes. It seems built as an action game, but I'm also getting this horror/noire aesthetic that i'd like to see more of.


Thanks for the feedback! To answer some of it:

  • No idea why it launched vr, I must've ticked something in ue's settings by accident. In no way am I planning to incorporate vr into this
  • The controls are still being experimented with and will be changed around. However, I believe that when done right, complex controls are superior to simplified ones. The main problem arises from their presentation, as the player should generally progress into learning them, not just be dropped into a room with a manual like its done in the demo
  • I was already planning to rework the surgery and inventory systems. Merging the two menus seems like a plausible idea
  • The doors are a mess, yeah. I'll probably make them physically based later

Part 2/2 - Read part 1 first

  • Why can't the player easily swap objects by picking up stuff instead of having to drop the item in the hand before picking up another item? Why can't I just use a health item in the inventory instead of having to pick it up first? Why is there a separate surgery menu instead of making it part of the inventory to begin with? Player INTENT should be the priority and the controls shouldn't be more difficult than the enemies, kb+mouse is a layer of abstraction that already limits the player and trying to restore real gestures with it is like dressing the player in a straitjacket, leave the physical complexity to the VR version, I say.

I love the audio and lighting though, the guns are loud and scary like they should be, I just think the long reverb is kinda off-putting in the small rooms in the warehouse, I also like how you can bump on stuff and send all item flying.

Your game has great potential but I think it's marred by bad controls.

Part 1/2

  • The game launched Steam VR for no good reason
  • The dark cursor is hard to see
  • Walking over a chair causes the physics and camera to freak out and sends me flying across the room sometimes
  • The controls... oh god the controls. It took me a good 20 minutes to figure out how they work exactly and I was still finding out weird quirks about them, it's odd how left mouse controls the right hand and vice-versa too. I'm a huge proponent of simplicity when it comes to input and I don't think you need complex controls to make a complex game. I figure you are making "physically-based" by having the player emulate real gestures with the keys and mouse, but you gotta ask yourself: How will this improve my game? Do I really need to make the player hover over the door knob to interact with the door instead of making the whole door interactable? Why can't I push a door open with a non-empty hand?

Thanks! To clarify, the pacing in the demo level is way off from what I'm trying to achieve. I'm planning to make the action way slower and give more attention to surgery and story related stuff. I have an alright vision of what the final game should be like.

I didn't play much of this game but I just wanted to say that it is very promising. I do have to say that that I think that the systems (and visuals) you are building would be perfect for a survival horror game rather than straight up action.