you got me in the very first words. state; nominal. nothing can go wrong. that was cool line.
Play game
state;NOMINAL's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #34 | 4.028 | 4.028 |
| Visuals | #59 | 4.417 | 4.417 |
| Overall | #143 | 3.704 | 3.704 |
| Theme | #165 | 3.750 | 3.750 |
| Innovation | #260 | 3.583 | 3.583 |
| Gameplay | #393 | 3.361 | 3.361 |
| Enjoyment | #803 | 3.083 | 3.083 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Not a single system aboard the SHS Charon can go wrong otherwise: GAME OVER.
What code and assets did you not make from scratch during the jam (if any)?
We used and credited 3D models. A PDF is listed on the game's page.
How many people worked on the game?5
Comments
Not really intuitive and somehow I couldn't interact with most things, the artstyle is really really good, I love it.
While the visuals and atmosphere are great, this game has a big problem with communicating information. It would have been nice if the map room had a function of telling you where the errors were, though if it did, I never saw a visual change. Day 4 can't even be beaten unless you already know where all the problems are, because taking a trip to the wrong area spells death. The game felt a bit like fumbling in the dark sometimes as the environment never game any context clues for where to go. Outside of that though, the game had style in spades, and reminded me a lot of the early resident evil games! Nice work on this for sure.
Thank you! Spot on feedback btw - we wrestled with knowing all of this, but just not having the time to adapt.
Originally, the map room was going to be dynamic and each of the failures were going to have "tells" to clue you in what was going wrong. Such as flickering lights for Engine/Power failure.
There is one tell though. As hinted at on the room terminal, [L.I.S.A] controls the door. If you encounter a locked door, you can bet on [L.I.S.A] failing! Maybe try Day 4 with that in mind?
Regardless, thank you for the kind words! I'll make sure to rate Alredo Fishing :D
A lot of positive to say, the game is really a masterpiece.
The level design is super great, i have never got lost, the only the thing i can say is the adaption to the mini-game early but when you understand where they are, the game can start.
A good writing of the story, well done
The ps1 graphics style with the fixed camera is really great, it adds a lot to the atmosphere, there's a lot of decoration, little details, the mini-games are simple to understand (even tho i don't like the wave one just because it's hard to match but it's not a critic, it's a skill issue on my side)
The music and audio have one single issue, the alarm should be varying differently, because the first time the alarm changed to prevent me i need to be quicker, i just thought an event happened somewhere. Otherwise, the alram doesn't annoyed me.
A lot of people complain about freeze, i played on the browser, i didn't had a single freeze.
So yeah great jobs, you have made a complete game with polish, with a complete lore, good job!
Thank you for your thoughtful words, Quentin <3 I will share this comment with the rest of the team.
I'm really happy you took the time to explore the environment and learn where the three systems are. If we'd had more time, we would've polished the opening a little more to ensure more players got to experience what you did. But alas, live and learn!
I see you submitted a game of your own (congrats!), I'll be sure to rate it today or tomorrow :D
i love the vibe too this reminds me of Mouthwashing and like old point and click games no idea what I'm supposed to do didn't read the instructions besides the controls so that's prob on me but not all the green squares could interact? and its not very clear what is and isnt an interactable would be my biggest complaint really cool tho :)
A couple of us devs loved Mouthwashing so that's a huge compliment! I'd say our most direct inspiration was Signalis - would recommend it if you liked Mouthwashing.
Yeah, unfortunately, it took us a long while to get a working, testable gameplay loop in so we never got around to adding a tutorial or an "ease in" period. I'd suggest reading over the tutorial section on our Itch page - hint: look south on Day 1.
The game seems to freeze likely due to the insane visuals! A decently beautiful game :)
Hello! The game is almost palpably tense, especially when walking through those long, empty corridors with the alarms... I’m not sure if it’s a bug or a feature, but when I walk and open a door, the game freezes (which actually adds to the stressful atmosphere, in my opinion!). By the way, if you're interested, feel free to check out my game too!
Thaaaank you! "palpably tense" is a great compliment.
I think the browser version is freezing due to a lack of optimization - this is our first 3D game and our first web build. But you're right! It adds a little something to the atmosphere, so we weren't toooo worried about it :P
Also, I'll make sure to check our your game too!
Great atmosphere and visuals! The tension of walking in this empty place is nice. Well done!
I am in awe of the size and scope of this game. Navigating the SHS Charon was an amazing experience, as I felt myself fixated on every minute detail in every room for any signs of deviation. This game is genuinely awesome.
REALLY enjoyed the art style. Love the ps1-like era art. Fun game with a good scifi creepy vibe to it. Glad to have played it!
This is incredible. Making this in a week makes it even crazier.
That means a lot <3 We've been bouncing around the idea of horror, our content is usually much warmer in nature :P so I'm glad it works.
We made extensive use of free 3D assets, as this was the first time we've produced anything in 3D!
So credit to all those amazing artists - we attached a PDF crediting them all.
Reall cool art style, love the atmosphere. Super creepy.
It looks incredible. I got a bit confused about the goal and how to maintain the systems. E/space didnt seem to interact with them. I might just be too tired from the game jam lol. Definitely some good spooky vibes and i'm planning to try it again tomorrow
We weren't able to implement a contextual UI in time D;
So hint for Day 1: Try get to the Engine Room, then look for the Alarm room.
(Tell us how that goes, otherwise it might be a bug!)
And thank you! This is our first time designing in 3D (animation, level design, lighting, textures and importing models are all new for us), so I'm glad the end result looks alright <3 (credit to all the amazing free models we used)






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