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TELECO20XX's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation (graphics, audio) | #4 | 4.750 | 4.750 |
| Originality | #7 | 4.632 | 4.632 |
| Fun | #18 | 4.088 | 4.088 |
| Theme | #47 | 4.000 | 4.000 |
Ranked from 68 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
READ THESE BEFORE PLAYING PLEASE
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- WASD and ↑→↓← to move antenna on keyboard, NOT mouse
- Cutscenes are timed instead of input so pay close attention as soon as you open the window
- Keep all your monitors on and don't try to resize the window
- If you are streaming, the game won't capture everything properly unless you stream your entire monitor, because it uses a mechanic related to changing the window mode
The game will crash in between different sessions if you beat it, so you have to delete \User\AppData\Roaming\Godot\app_userdata\TELECO20XX each time if you want to see the ending again. Sorry!
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Help Teleco move on to the afterlife by guiding her through haunted hardware! She'll need you to change the settings to escape her lot in death.
This game is a 2nd-person perspective rhythm-based puzzle game that is meant to be completed start to finish in 10 or so minutes.
I had the idea to make a game about messing with monitor and audio settings, things like picture modes, mono/stereo, windowed/fullscreen, and wanted to make a game where settings diegetically altered the mechanics. Naturally, the trope of haunted media lends well to that. How might a ghost in a TV handle it if you changed the picture mode? Input/Output? Volume? There's a special surprise at the end too. Look forward to it!
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Comments
Yo! After finally figuring out that damn TV antenna (thanks to you) I really enjoyed the game. Super cute graphics too! I was hoping for a bit more from the picture mode changing / mono/stereo etc idea but I think I heard you say you were planning on developing more so I really look forward to seeing more of this. Definitely a concept that can be expanded into some really cool and interesting ways. Feel like if everything goes well I'll be watching the anime adaption in 5 years. lol Great job <3
i'm really anime-inspired, and i think i want everything i do for these narratives to have a hefty sliver of that in there. i'm definitely going to be taking it further, and i hope that the story i tell with it resonates and sticks with people. :'3
Wonderful work! This is a fantastic game and incredibly impressive for working with the short amount of time within the jam. The visuals, sound, story and game play all come together spectacularly for a great experience!
This is the only game for me i rated full five stars on all categories.
It is funny, quirky and bizarre.
The theme is met perfectly and executed in incredibly creative ways. the puzzles are absolutly amazing. it felt like solving old Zelda puzzles.
There is a crazy amount of effort put into the presentation and it really paid off.
and don't get me started on the gimmicks. the start and the ending are absolutly amazing...just so much cool stuff, creativity and skill put into the gamejam.
definitly should rank high in the finals!
aw dude, that's so awesome coming from the other atmospheric story dev😭 i really want to see how your game evolves if you keep going with it, because it sucks you had so little time. still, you accomplished showing off that you know what you're doing, and that's the most important part! i hope you enjoy the direction i take Teleco too! here's hoping for both of us placing well!!!!!
best end credits I've seen ever
this is so awesome!! I love the songs and the fact that different elements contribute to different things we can alter and impact the gameplay really feels new and exciting. This can definitely develop into a series of puzzles like qube or portal but for audio/visual elements. Totally promising!!
hey im terribly sorry but the game simply wouldn't open for me. The music would start but I had a black screen and after a few minutes my pc froze and the game crashed completely. Really a shame because the screenshots look very cool.
ahhhhh man, that sucks dude :[ thanks so much for trying though! i really couldn't tell you what it is. i'm glad you like how the game looks from the screenshots though! actually, since we're in a discord, i could parsec it to you? maybe that could be a possible solution?
maybe… I’ll give it another try first
I redownloaded it and it worked! I have to say the visuals are amazing especially all the tv effects. The puzzles were also fun and quite straightforward unlike some games that have you wondering what to do for half a hour. the ending was also very creative. Good Job!
nice! i'm glad you figured it out. yea, i really didn't want the player getting stuck, especially since the gimmick is tied to a music loop, so making that feel obnoxious would not have been fun. i listened to a puzzle designer talking about how that no matter how simple you make your puzzle, someone's going to get stuck on it, so you don't really need to make them devious, and testing should be ASAP. glad you liked it!
The vibes and aesthetic of this game were phenomenal! The music, graphics, "wall breaking" ending, dialogue, all of it felt really really cool. Throw some awesome shaders and CCTV displays on top, and this game was great. I loved how it played, the puzzles were great, and being as short as it was actually did this game a huge favor (in a good way!) I don't know if there are any future plans for this game, but you've done a fantastic job!
tysm 🙀 i'm so glad people enjoy the weird stuff i do. but yea! i tried to make something that was tightly focused and felt like a complete package that lasts with the player, and i had a lot of ideas and concepts being funneled down into the final result. seriously considering developing it into a full release that does a lot more with the concepts, but particularly with the story.
Really original and fun! I thought the way you incorporated modes was really cleaver! Lots of neat tricks in this game. Top of the Jam!
I enjoyed the visuals and the unique mechanic using the volume. It was a really neat game that felt very focused, can't wait to see more!
yea, unfortunately i didn't have enough time to make the dialogue progress based on input, so i knew some people would miss some of it :p funny thing though, i actually threw together all the dialogue and ending cinematic in the last 48 hours. but it was honestly the most important part! i'm just glad it didn't break.
Super original!! Never seen something quite like this. Thanks for sharing!!
Phenomenal little experience, the ending made me smile a lot. Great job!
I don't want to spoil anything, you should really just play the game blind and be delightfully surprised by the wholesome haunting. It's an experience. Great job by the team :)
I love it and will likely be seding it to friends for them to try out
Very inventive combination of elements in both gameplay and graphics, and very stylish too! Awesome work!
thank you so much 😭😭
i combined a lot of concepts into this one. her name was originally TELEKO 20XX, because that's what i named our smart TV based on japanese naming conventions. Tele (from TV) -ko (as in child). There are a lot of characters in anime that also change the -ko to use a C for stylistic reasons (like Emilico from Shadows House, where they just named a character Emily but with -ko at the end) so i opted to add that in too. 20XX was an old game/vaporwave/smash bros meme. and then that morphed into a joke character i made in D&D that overlapped all of the redundant telepathy abilities in the game into a supremely useless build. but then also, Teleco is just a truncated "Telecommunications." and it's also a great name for a character based on Sadako from The Ring.
the name of the game was originally "The Channeler" but i thought that was boring. instead you play from the perspective of a channeler, which i thought was a clever combination of the concept of someone who deals with TVs and spirits, i'm sure that one has been used before. also, i named the creatures gaomono, or "thing that roars" in japanese. and it's partly because -mono is also a reference to them only sending one signal, as in mono-, or monophonic.
Here I was thinking the name was meant to be a pun on the ColecoVision
ah, i am only vaguely aware of the colecovision 😆but maybe that could've been an inspiration for an older console setup!
This game was really cool. Loved the analog aesthetic, the mechanic of this game was something new to me. Overall the experience was playful and fun ;)
thanks so much! i put a lot of thought into it, like for instance, of course Teleco speaks through static, but the Channeler's speech is based on the way old movies used to subtitle foreign media with yellow Helvetica font on big black bars. if i had more time, i would've made the Channeler's speech come in per word and in multiple lines in 4:3 like those movies too. i could've gone a little crazier with the mechanic, like there are parts where the volume pushing requires you to start low and bring it up (naturally letting you do a low pass filter sweep with the audio in time with the music) but without disjoints it doesn't have much depth, so i was planning on making a Sleep Mode/Timer ability where you can put the creatures to sleep to time some things. or they'd be riding in on conveyors at regular intervals or something.
i was also unsure of how the creatures (gaomono) should trigger their audio waves, i thought it would be mean to have to coerce them to roar, but while listening to what my audio person made, i thought it would be cool if they just naturally sang every other bar with the background. i ended up editing the original composition just a little bit to fit the concept.
Incredibly cool and unique game. I loved the strange presentation and all the visual effects. The ending was so cute!! <3
thanks so much!!! i really wanted to try subverting expectations with this one.
in theming, we're all used to haunted media tropes. my original draft was that Teleco would be in a cursed tape about to kill you, but then the Channeler would turn their console on at the last second and trap her in the cart. then they'd feel bad about it and then offer to help her escape. i still think it would be funnier to put the player in a situation like that, but i was pressed for time, so the VHS TV models were relegated to the TV tower, which is another very anime trope. (i've seen it in more, but off the top of my head Nier Automata and Persona 4 use the idea) in the west we have TV walls, anime have garbage TV towers.
i'm also just always looking for a chance to make things more aesthetically interesting, so splitting mono/stereo and using lots of CRT filters was definitely in the plan. i actually had a segment early on where i hooked up sidechain compression to the TV static on the game cart, so that the TV static white noise would naturally morph into the game percussion and the static would "duck" under it as the audio cleared until the game was running as normal. i had it working, but figured i didn't want to add more unplayable runtime to such a short game.
IMMACULATE VIBES, MORE PEOPLE NEED TO PLAY THIS ASAP! GODDAMN! i loved EVERY LITTLE BIT of this game! the scene setup itself is already such a cool shot, and if that wasn't already cool enough, playing with the topdown perspective INSIDE of one of those tvs makes it even better! all of the "settings" options helped lend to the vibes even more, and i especially loved how you used the volume to your advantage in the level design. i can't believe a game that looks this good ALSO has awesome gameplay!!! and then there's the ending, oh my god that was so cute, i can't even begin to think of how you might've done that!!! please make more games like this i beg of you!!!!!!!!
you're too kind dude, thanks for the energy 😭 i tried really hard to sell the idea in a tightly focused package that looked and felt good. i had the late realization that this actually counts as a 2nd-person perspective game because you're playing from the perspective of someone who is watching the character you're controlling. the reason I have a wrapped-up wired controller in front is to show that nobody's actually playing the game, it's being haunted. but one of the things i didn't have time for was the D-pad and buttons moving on their own while the Channeler uses a remote to change the volume. or even better, their fingers pressing buttons on the TV.
i thought it would be funny if the game were rigged to a Satellaview SNES module to justify bridging between a TV antenna CRT and a SNES, but i don't actually know how that thing works so i didn't want to mess it up. i had to make at least one checkpoint and figured to make it so Teleco crawls out of a TV because i thought that would be funny. and then of course at the end the "gaomono" (the name of the creatures) comes out of the TV it'd be like hey yea, this isn't only Teleco's trick.
This was very fun. And honestly I wish she would stay on my desktop. super cute 💛
I had the idea based on a video I got recommended about Godot's transparent window feature. I thought it was awesome and had the epiphany to take advantage of the feature shortly after I found my angle. If I could make a shimeji-style desktop companion I would absolutely package that with the full release, but my 3D guy was stressing real hard just getting what we got out of the door, idk if he would want to work another month making more animations for something like that. :p
yea i can feel that, either way good job.
Very cool idea and execution! Could see how the gameplay might be expanded by moving between different T.V.s, if you had more time. Really liked the volume mechanic, and loved the analog aesthetic. Great job!
Yeah, I actually had a lot of ideas, one of which I wanted to add for the very end, but I ran out of time. 😫 I was working 100 hours a week on this learning Godot, tweaking, and managing the team. I figured I should keep it focused to the three gimmicks I proposed (fiddling with TV antennae, a haunted cart, and going to windowed) to keep it more tightly focused. Plus I had to justify the actual events, and I saved making the intro cinematic and the very end of the game for the very last day. Barely made it!