Very nice idea with a lot of space for expansion. Liked the unique art and story using the theme twice with the camera and the patient and the escape thing. Would like also to see the outside player with some more some functions, like shutting the lights or distracting guards, but overall a great game!
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Eyes on the Inside's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #25 | 3.318 | 3.318 |
Overall | #46 | 3.127 | 3.127 |
Fun | #47 | 2.864 | 2.864 |
Originality | #50 | 3.273 | 3.273 |
Theme | #52 | 3.045 | 3.045 |
Art/Graphics | #58 | 3.136 | 3.136 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
Yes
Did your team create most of/all the audio yourselves?
Yes
How did you incorporate the theme "INSIDE OUT"?
You play as two characters: A patient on the inside trying to escape, and a security guard on the outside guiding the patient. Both characters' actions are linked symbiotically, i.e. the player must assume a role on the inside and outside in order to complete the game.
Comments
A really fun idea! Considering the player and camera as separate entities is a nice touch. Wish there was more gameplay implementation with the camera and the player. Really nice level design as well! Enjoyed the submission thoroughly!❤️
Interesting concept. The gameplay itself had some minor issues such as a weird player hitbox and somewhat sluggish character for the stealth sections. The ability to control the camera was fairly unique but seemed very limited in implementation in terms of an actual need to use outside of an arbitrary "need to move just to see". This could make for some clever puzzles or timed actions that require you to look out. Solid base game though!
The idea of needing to coordinate the camera and the player is a unique idea, though I wish there was more puzzle to it. I found that it felt more like a chore to just move the player's camera over than actually using it in a unique way. (Like being able to see objects the player normally wouldn't be able to see). The double level was kind of difficult, but I got it eventually xD. I also noticed that there is a bug when it comes to diagonal movement, where often if you are moving diagonally against a wall, you usually continue sideways if you hold down the input. Aside from those things, the game was great with a very nice visual style, good sound, and a pretty fun 2D stealth escape game. Well done!
I agree with your feedback. We had an opportunity to design puzzles around multiple cameras in a single level. This was left out for scope reasons, but should we choose to move this project forward it's a top priority.
As for the movement bug, I believe the issue is we forgot to place a 0-friction PhysicsMaterial on the character.
Thank you for playing!
Never seen a mechanic where I could shift the point of view, very cool. But only issue I really had was when the player was outside of the camera's view I couldn't use the E button.
Thank you for the feedback.
The disabled E action is by design, actually. My intention was to require objects to be within the camera's view in order for the player to be able to interact with them.
If they could be interacted with off-screen, then a player who has played before will go through the levels without ever needing to make use of the camera.
Do you know if there's a better way I could have solved that problem? I'm always open to feedback.
Good job! Took quite a level with the last two guard's pathing, but had fun! This game excels at the level of polish it has. The footsteps, camera visuals, and information were particularly smooth. Would've been curious to see how this game would continue on, felt the ending was a bit abrupt. However, polish matters more! Congrats to you and your team for finishing the game!
Fun game, I like the idea of controlling the camera to see where I'm going. The last part trying to get the key took a few tries but I ended up getting the key and exiting. I liked the art and found the music went well with it. Well done on your submission I enjoyed it
6 people for a 9 day jam is crazy. I think you really should have gotten more developers instead of artists and musicians. Aside from the camera gimmick, the game would have benifitted from a storyline or something to get the player motivated to ignore annoying hitboxes and beat the game.
Thank you for playing! I'm glad you enjoyed it.
We divided the work like so: 1 Designer, 1 Programmer, 2 artists, and 2 musicians.
1 artist illustrated gameplay assets while the other illustrated any UI assets.
1 musician composed soundtracks while the other composed sfx.
As the designer I conceptualized the levels, and tied everyone's work together in the Unity project.
When it came to meeting as a team, we had 2 members 7-8 hours ahead of us. I made sure we met for at least 3 hours a day and no more than 4 hours. Although I took initiative to lead my team, I made it clear I wasn't their boss. People had to take days off because life happens, so I filled any gaps each day.
Overall, I had a great team. It was a pleasure working with them.
Very nice game! I really liked the aesthetics. Only thing I would suggest is a little timer above a security guard while it is standing still, indicating when it will turn around.
Pretty fun. The collisions are kinda weird, and I get stuck going through corridors sometimes. The police also just snap when changing direction which makes the game way easier, because you can't get caught when staying next to them. Also the camera is very slow. Overall a decent small game, 6/10.
Nice job everyone. I thought it fit the theme very well to play someone both inside and outside.
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