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A jam submission

PeripeteiaView game page

an immersive sim
Submitted by Shodanon (@90sGraphics), Dwyer (@AirbudDwyer), banebigguy — 2 days, 11 hours before the deadline
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Peripeteia's itch.io page

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Comments

Submitted(+1)

I had a very rocky start and even after hours of playtime I didn't really get much to see or do, probably because of my navigational quirks making me do detours.

Pressing escape on Gameplay settings doesn't close the menu and it unpauses the game.

Starting area has too much visual noise going on. I had no idea how to get out of there and had to do extremely janky jumps. Was I supposed to use movement augumentation for this without any hint?

I couldn't figure out how to play the cassette at first because I'm dumb. Cassette should just autoequip by doing the intuitive thing - placing it onto the cassette player. It would be cool to have subtitles because I can't hear shit.

Once you equipped a cassette (or some other items) it's very easy to accidentally throw it out. I don't think I'm finding this one ever again.

Got softlocked once behind a tv in the starting area.

Starting area ambient nosie is a bit annoying. It's not something to play when player is trying to focus on learning lots of new information. Similar thing applies to the light blinking.

Dialogue with choices window is a bit wonky, when there's a bit too much text it immediately scrolls before you get to read it (even though there should be enough space not to add any scrolling at all due to very little options).

Normal dialogue window sometimes quickly fades out automatically before you get to read it.

Shouldn't aug menu allow me not to use anything once opened?

Several times loading took off all the implants worn from equipment.

Sometimes aug sprites in aug menu render twice (especially visible when you changed from 2 active to 3 augs and both versions are displayed).

I used camouflage until energy drained, later energy was constantly draining without any augs turned on, and a large battery alone was not enough to recover any (probably got into negative value range).

Once loading after falling to death left buzzing sinusoid noise until rerunning the game completely. Same happens with train noises but completely permanent this time.

Putting suppressor on Mosin will no longer let it fit in the inventory horizontally and I didn't know how to rotate (without putting into a hotslot). Better show controls for inventory tetris on screen if there are any.

Later somehow the Mosin got fucked up and turned into a way smaller item (~5 grid tiles) without a sprite.

It's easy to drop on the ground whatever you are trying to equip and it's easy to do since cursor and UI doesn't align well. The misalignments make all equipment management awkward in general.

Equipment tetris is a bit overwhelming due to the tiny tiles, but grabbing and dropping items between UI and world is great. It could make better use of the screen for that case like SS2 does.

Once I got attacked by Filemon by getting too close to him, after loading I couldn't talk to anyone and Filemon started walking to the position where you first talk to him.

I couldn't talk even to named subculturists, I'm not sure if this is intentional.

Those are the jankiest ladders ever, but at least they are not as lethal as in some other games.

Hacking is ridiculous, it even makes you look like a hollywood movie hacker irl.

The only serious problem is that I wish the world scale would be at least 2 times smaller to match the content/interactive object density. Unlocking shortcuts is great but it doesn't help much when I still have to run several minutes up and down the stairs each time. It's hard to navigate and I can go for a very long time without finding anything except a few enemies. Many environments don't look like they are for human use, like planetarium not even having a locked gate from the top (and I don't think I would ever be able to find the normal entrance). It would make for an amazing Blame! game though with this design and some over the top tools and augumentations. For the record I'm a Metroid-fag though so I'm very picky about exploring.

The resources are very limited so far, so it doesn't help with experimenting especially considering the energy drain on some augs. Even the default aug energy drain can be painful as those are basic for exploring considering how large and dark the world is - I wish it did the Dishonored thing. I didn't play this genre for like 10 years but I don't ever remember having early game troubles because those ease you in into the gameplay flow by pulling you into a short vertical slice of the game first. This would communicate faster how stingy should I be with resources, and how much outside the box platforming and savescumming is to be expected, and what is the intended way of navigating the world.

Having a melee option would be nice as a last resort.

I'm calling quits at the cyborg, as I can't see myself bringing her all that way back.

(+1)

excellent game. dragged the android back to the bar so i can be sure that i got the *true* ending.

shooting and exploring is satisfying

music is killer

slav setting rules

some expected paths to progression are confusing and too demanding (give me a hint that i SHOULD stack boxes here, otherwise risk me assuming that im in the wrong place and i should be somewhere else) - this only happened twice in the span of 2 minutes

found a few bugs but nothing too awful. here's a list

>can place lightbulb over the invisibility cloak. now i have two items in the same spot. persists through loads, but loading will sometime put an item in your hands (better hope it isnt the bulb, it explodes if you drop it!!)

>typing savegame names or hacking code still sometimes uses those hotkeys in the world. you also move while hacking. i managed to fall down in the hole that leads to the vent room while doing the YOURBIGGESTFAN pc-hack.

>give chip to priest. talk again. tell him you have the chip -> might lead to a glitch where you can't interact with stuff. (i couldn't touch stuff in a save and figured that might be the cause)

>loading save will show previous game's ammo count in the bottom right instead of current weapons

>playing a game, changing mouse sensitivity, then returning to menu and starting a new game wont keep the sensitivity.

GMI

Submitted

I played an earlier demo of this and had a better time. In the new demo I couldn't figure out how to get out of the first room. If it's meant to be a tutorial it's not helpful.

Submitted(+1)

Nice game. It's my first time playing since 3 and a half years ago. (Demo day 31). Looks like you've made huge amounts of progress. Here's my feedback and impressions that I wrote as I played the game.

Initial impression is pretty good. I enjoy the details like the rats moving around. I like that you can see your character's legs. Feels like a proper immersive sim.

I tried to climb the pile of junk to my left when starting the game and almost made it to the top but got blocked by an invisible wall. I'm a bit disappointed.

Please add a splash sound effect when walking into puddles.

I can't figure out how to combine the cassette player and the scrap log I picked up on the table.

The book font is hard to read.

Jumping to climb up the ladder is really weird.

Right clicking an aug  and selecting "equip" should actually equip it and not make the character hold it in her hand. Having to use the separate menu is unintuitive.

I tried to talk to the bartender and he attacked me.

My character fired her gun when clicking to use an ability.

I wish you could map your abilities to the bottom hotbar.

I'm glad the game doesn't have invisible walls after going outside. I like the freedom of exploration.

I wish the game would be more generous on the night vision battery usage because the game is really dark.

Have you played Babbdi? You should check it out if you haven't. It's very similar to your game. Could be good inspiration.

I like the diagonal elevator. You're probably aware but jumping is bugged when you ride it.

I can't find the objective but I love exploring the city and getting lost in it. Eventually found some subculturalists that shot at me.

This is a nitpick but shouldn't reloading the mosin nagant make you lose a round since your character immediately cycles the bolt after firing? (Played too much Red Orchestra 2).

You should disable more hud elements by default or make them semi-transparent to enhance the immersion. I noticed you added the options to do that, it's nice. The compass isn't really necessary, it should be more subtle.

Shooting guards with the mosin feels really satisfying, I like it.

The loud porn actor scream easter egg is a little funny but it's very annoying. I'd make it way more subtle.

I wish I could grab the coke bricks to sell them later.

There needs to be a way to manually rotate items in the inventory. If there was one I couldn't find it.

It's too easy to accidentally activate abilities that will drain your battery meter in 2 seconds.

I stopped playing after deactivating the subculturalist's fan and jumping under it. I had a lot of fun. Aside from fixing the ladders what I would focus on if I were you is making more obvious where your objective is. Being able to see it from outside a window near the start would be cool.

Submitted(+1)

Cool game! Seems ambitious

The 2D artwork are super cute, they remind me a lot of those vintage Jucika comics.

The map is massive which bodes well for content and the various different approaches that these kind of games offer, but it lacked direction.
Like I would have never figured out that the planetarium bulb was accessed via a tunnel next to the sewers (or whatever that running water was)

Instead I went there by falling through the big hole at the top, you can jump while falling as long as you're touching a wall so that broke my fall.
I brought the wounded android all the way back but the quest giver was behind the counter and I could not speak to him without aggroing everyone.
Then I accidentally quick saved, so I stopped.
How much more content did I miss? 

Gameplay-wise I like the lethality but enemies are very basic right now.
I like that you can aim in hip-fire without penalty, the mosin in particular was really satisfying.

Reloading is bugged, one time an enemy teleported in front of me while another enemy stayed mind-controlled and got executed by all of his comrades lol.

Inventory management is a little finnicky, especially when moving Items to the hotkey slots.

What I played was fun despite the jank, I think it's charming and its got potential, I'll check it out next DD for sure

Submitted(+1)

Time to go full PERI. 

Submitted(+1)

What some people do not realise about Marie... is that she is a parkour master.

Submitted(+1)

Shooting my way into the planetarium with a damaged head and grainy visuals might have been a poor idea... 

(+1)

Fun game but there are still a few bugs in place that limit the ability to enjoy it.  Here's me floating on the lift.

I think #1 thing I think is missing would be a map of sorts to tell where I'm going. Otherwise, this game has a lot of potential! Just needs more polishing