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A jam submission

N-ET 2View game page

An unnecessary sequel made for ASGJ2018.
Submitted by Gorgi Games (@GorgiGames) — 2 days, 20 hours before the deadline

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N-ET 2's page


CriteriaRankScore*Raw Score
Community Choice#323.0943.364

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

Judge feedback

Judge feedback is anonymous.

  • This was very successful at creating an Antichamber vibe and replicating a few of that game's tricks. Overall, I enjoyed playing through this and found enough variety to keep me interested for its length. Even after finding the secret alien room, though, I can't shake the feeling that there's something I missed.

    + Clear visual influence from the source material
    + Level design leads the player in a clear and natural way

    Needs Work:
    - Some performance issues
    - Not much apparent story or rationale for the environment

    This game does feel more like a knock-off than a sequel, which is understandable given the jam time limit. When the level design transitions to a subway station I felt strongly reminded of the first level to Max Payne 1, and I wondered if the game was about to start having plot, but I guess it was just extra visual interest.

    The transition from the first room to the hallway had some glitches for me the first time, as if the hallway didn't load in, but I can't seem to reproduce this reliably. The sliding blocks puzzle is solvable via jumping without moving any of the blocks. Intentional meta-humor? I experienced some framerate choppiness while playing on my laptop, which is a bit surprising given the visual simplicity of the game.

Elevator pitch
Have you ever walked through a door and forgot what you were doing? That's this game, but personified as spoon culture. Walk around and become confused as to why these damn stairs last forever, or possibly try and figure out just why that bench is flipped over.

Describe how your game adheres to the theme
It's a sequel of a test we made, which was a knockoff of a game called Antichamber.

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  • Room switching successfully messes with your memory/perception a la Antichamber
  • Good ambience
  • Lacking in active tasks
  • Choices are only either the one that progresses or one that loops
Here & There:

I actually went back and played your original game that this is a sequel of, which I haven't done for any of the other games in this jam with a similar thematic interpretation. From that perspective this is a marked improvement over the original, not only because it is a more full game experience but also the little things such as the texturing, lighting and having something to do. I like this game but there's a pattern that quickly emerges where you're presented with two choices: One choice will move you on to the rest of the game, and the other choice will always loop you back to the choice. While this sometimes works to impress the player with the discontinuity of the world geometry it also quickly loses its impact and the player enters the situation with the mentality that says, "It doesn't matter which I choose, because if it's the progression one I'll move along, and if it's not I'll just do the other one" and makes the game feel like avoiding wasting time more than exploring. It would be much more enjoyable if these choices were more often two different paths which may or may not lead to the same juncture on the other side so the player thinks "Did I miss something? I wonder what was the other way, I should play this again". I imagine there are a lot more concerns with a game like this in a jam timeframe but overall more puzzles and paths would do this game wonders. I found the dancing thing which was a fun little thing, though it also feels weird to have in some respects. It was a cool experience.


I found the alien! This was a neat bit of head-fuckery in a walking sim.

A testament to the map design that I didn't feel lost, which much be pretty difficult to get right in a game like this. If I had to make any suggestion it'd be the game could have used some atmospheric sounds

Developer (1 edit)

I'm glad you enjoyed it!

Indeed, we hadn't put too much time into the atmosphere of the game due to time constraints, but luckily everything else turned out great.

I'm also glad to hear that the level design wasn't too confusing! During testing, I had some minor worries about players getting stuck in a few places, but it's good that it's not an issue for too many people.

Thank you for your comment!
~MyChade (Lead Programmer)


I genuinely enjoyed this game. It was a nice walking simulator-ish game with some pretty creative puzzles. I had a hard time trying to figure out what to do or where to go, but once I did, I was surprised at how you made things seem as if they were "looping" sometimes. I also loved the Howard the Alien easter egg lmao.


Neat little thing! I did get a big Antechamber vibe. One thing I liked about antechamber was the kind of creepy ambient sound effects. I think it would be really cool to have those in here. One thing that kind of bothered me in this game is how the camera reacted to stairs. That kind of jerky motion was jarring. I know how to fix that in 2D games with camera smoothing. Check the youtube video below for a discussion. That said, this isn't a 2D game. Maybe cheat with your colliders? Set it so the rendering looks like stairs, but the actual collider is a ramp? 

Also was there a secret with the bench? I tried walking all around and jumping on it, but didn't find anything. :(


Thank you for your interest and feedback!

We were short on time during the polishing stage, so we didn't have enough time to add too many sound effects, or any music. I actually did make a music track for the game, but it ended up being kept out of the release. This will hopefully be a bigger focus to us for future games that follow this kind of style.

There is actually a way to do vertical camera smoothing in 3D quite easily, I think. I just didn't find the time to make it yet. I will attempt to implement vertical camera smoothing for our newer games. (It shouldn't be too hard for me to do)
Also, your alternative ramp solution is actually quite a popular and convenient solution (I think Valve uses this method for most stairs in their Source engine), but our level designer doesn't typically implement that.

And no, there's no secret with the benches. Sorry for the red herring.

Again, thank you very much for your valuable feedback! We will be considering all of these things for future games of ours.
~MyChade (Lead Programmer)