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A jam submission

Sensory UnderloadView game page

See no evil. Hear all evil... Smell evil? Not all at once, though.
Submitted by Eden Meridia (@Eden_Meridia) — 14 hours, 30 minutes before the deadline
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Sensory Underload's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#2023.2504.429
Originality#2712.9354.000
Presentation (graphics, audio)#4421.7822.429
Fun#4441.6772.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent Mode?
I interpreted the word as how something is being perceived, experienced or performed. This defined the core mechanic of the game, centred around the senses.

Depending on what sense you are using, how you perceive the game world is different. You may be able to see the world and sense a threat by the hairs on your neck. You may be limited to 3D audio. You may need to smell your way through a maze of gases, but you can’t do them all at once. How you act is also influenced by how you perceive your world.

Mode = Your mode of perception = Your mode of behaviour

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Comments

Submitted

Neat way to use all of the senses.

Submitted(+1)

The concept is great but i really struggled to understand when to use each sense. more player feedback would be great eg hearing the creature. you could have different monsters for each sense that can only be detected via sight, noise or smell and keep the players on his toes at all times.

really interesting idea. would love to see where you could take this!

Submitted(+1)

Really interesting game, I really like the changing of senses depending on what you currently need, and how each sense does have a special use case (not being able to see the enemy does make the game more interesting). The void maze is not really as fun as the rest of the game, because the smell sense doesnt really help with the maze as they are a little bit hard to read and (i think) arent updating when walking or changing directions

Submitted(+1)

This was a really interesting concept! I think the interaction with sound and the monster is a genius design for a game jam because, behind the scenes, it can be a deceptively simple mechanic.