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Lost in Innsmouth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #123 | 2.334 | 2.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Lost in Innsmouth incorporates the Cosmic Horror theme by taking place in the Lovecraftian town of Innsmouth and draws inspiration from his works.
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Comments
If have beat the demo!
Looks nice but the footstep sound needs to be changed. Why did you use A/D for turning? I prefer Q/E for that. Its a solid foundation and that you called it a demo implies that there is more to come, I assume?
Thanks for sharing.
A short demo but there's a fair bit to like about it.
Movement felt good, typically I find it really annoying when the player camera is too close to the wall but the mouselook solves that problem nicely. And I like how items are integrated into the environment so the player feels smart for using the mouselook to investigate for secrets and items.
The graphics are alright, not bad but the enemy models are very jarring in terms of quality compared to the environment.
The UI I think needs to be scaled up, several of the icons are hard to see. This could also possibly be remedied with tooltips explaining what a button is when hovering over it, but I think scaling the icons up would be better. I did manage to figure out what everything did but from reading the other comments here that doesn't seem to be the universal experience. I think the UI art is good though.
The combat feels kinda weak, there's no attack animation and there seems to be little to no feedback when attacking an enemy. It's basically just attack until the death animation plays.
For the most part though I think the games biggest issue is having too many mechanics for too little content. Though since this is just a demo I imagine that will be remedied later.
Overall though it was neat, good work!
I have beat the demo.
There's not much of it but I enjoyed what's actually here. Movement feels perfect, the environments look pretty good and are detailed and interactive. The key and lever were just integrated enough into the environment, I like the look of the big book and statue when in the hand, and the UI fits well enough with the environment. Combat works.
I'm not specially fan of having to use seamless turn-around to look for things.
This is promising, I'd play more.
O beat the Demo.
That was a short game, still took me some time to complete because I didn't read...
The graphics is plain but still works fine.
Movement feels snappy and good!
UI - Was a bit small. Could be larger. Pause could maybe dim the rest of the game somewhat. Apart from that the UI looks great.
Audio - Movement sound could be a bit softer. Apart from that combat sound ok as well as other sfx.
Would be nice with an animation when making an attack with the axe.
Generally there is a lot of mechanics implemented that are not really utilized. If this was a time management thing or not I do not know. But the game mostly lacks content. I find it a good game anyway, it even got a story going.
NIce!
I see what you were going for, but the game play needs more polish. I only noticed after quite a while, that I can look around with the mouse (yeah, I should have read the instructions on the itch.io page). If your FOV would not be so narrow, I think the key in the barrled would has been visible without the mouse look. Instead of the loud footsteps some kind of ambience sounds would have been nice. The graphics themself are really nice. Very good mid 90s feeling! There seem to be some bugs, as I had to restart, because the key did not land in my inventory on my first try. And then in the basement the book disappeared as I did not click the add to inventory before picking up the potions near it. Oh and the UI does not scale with the resolution, which makes it very hard to read on a 4k display. But please flesh out the game, as there is a spark of something very nice.
This is a great premise with great atmosphere that I hope will be fleshed out more. Not exactly sure what those creatures were or how I was supposed to defeat them, as mashing the attack button triggered an attack sound and a hit animation on the mobs, but did no damage? Anyway, got to the end of the demo, but I have tons of questions about the plot and I hope to see them resolved in future episodes :D
Movement sound was quite grating, as the others have mentioned and the UI could do with some scaling up. Other than that, a good start!
So we not going to talk about that snail in the bed at all, right? :D And doors that have knob, but open by sliding up? :D Just curious!
I managed to finish the game without touching anything. Got smelly key (ew, there are better barrels to hide stuff), got into basement, pressed the thing - run away, while monsters were hitting nothing :)) Even after playing again I am not sure how to attack.
The UI is very small, I guess it is because of my screen resolution. Inventory tiles are so tiny - I had to be very accurate with my clicks on items!
I never met my pal, though! And I was ready to go and find him as per his message (messages also were small and bit hard to read because of the size on my screen)... Wish there would be more and combat would be polished, ofc. Detective kind of crawling sounds really fun!
I think you managed to capture the Lovecraftian atmosphere very wel. The level design is very good. Models look very nice. If you modeled them yourself in 9 days beside programming and stuff, it's a real feat! However think this kind of level design and gameplay does not fit very well into dungeon crawler genre. This could be more suitable for an FPS game like Call of Ctulhu: Dark Corners of the Earth or a FPS-Adventure horror game
The flaws i saw in the game are:
Footstep sound is too loud. UI is very smal. There is no feedbackon combat, no attack animation. There is a bug in combat which doesn't let you move when the enemy gets into the same tile as you.
I can see that you wanted add much more content but ran out of time before doing so. I think even with it's current state, it's a really cool looking game and fits the Cosmic Horror theme very well.
Good job and good luck on future projects!
Graphics and movement are all great. The detail of the tavern was very well done. I wish it had been longer, and adding some more feedback to attacking would be great. The enemy being hit animation tended to blend in a bit with the other animations, so a splat or player arm swinging would be a big difference.
I like the environment a lot. I agree with zooperdan that the FOV could have been a bit (or a lot) wider.
I somehow walks into the same grid space as the deep one, and was stuck for a bit. I was able to defeat it and with the demo though so not a game breaking bug.
Oh, how I wish this was longer!
The environment is gorgeous and I was immediately drawn in and very sad when it ended so abruptly!
Great job :)
My only comment is that the narrow FOV made it hard to see things around you and one was reliant on using mouse look. I would prefer a more pulled back camera so that mouse look played a smaller part. Still, great job!
Great furnishing of the environment. It’s a very solidly built set of mechanics to expand upon.
Had some difficulties; the low FoV made it harder to search the scene, and even after finding the letter it was hard to see a key or anything in the barrel, as my own UI was kind of in the way.
Echoing the feedback about the footsteps sounds (would be better not to have any), whereas the weapon swing sounds are very quiet. Some visual feedback when the player damages an enemy and something for when trying locked doors would also be helpful.
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