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A jam submission

ZERO-TWOView game page

Submitted by stealthnachosgames (@stealthnacho) — 17 hours, 38 minutes before the deadline
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ZERO-TWO's itch.io page

Results

CriteriaRankScore*Raw Score
How scary was it or how well does it fit the jam theme?#173.3893.389
How good is the the game?#213.0563.056

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Who was on your team?
Stealthnachos

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Comments

Submitted(+1)

Nice art style :)

Developer

thank you!

Submitted(+1)

I really enjoyed the illustration and the level design. You're entirely guided by reading the notes left by the crew bodies, maintaining immersion. I particularly liked that aspect.

Liam - Haunting Humans Studio

Developer

thanks for playing and for your feedback, glad you enjoyed it!

Submitted(+1)

The art and escape sequence are great! Enjoyed learning how to use sounds as markers for the weapon charge and enemy distance.

Developer(+1)

thank you for checking it out! glad you enjoyed it!

Submitted(+1)

The enemy ping doesn't give you enough distance, so that if you ran into a room you would run into the enemy as your first ping goes off. Other than that, It is a great submission and I absolutely loved the art.

Developer

i'm glad you liked it! i totally agree, especially in the last room where when you're leaving they're right on top of you. i spoke with a friend about this the day after i submitted and i've figured out a better way to do the radar now but i won't be updating this project anymore. i may actually come back to this as a first person game in the future but that'll be a ways off. thanks so much for playing and giving me some feedback, i really appreciate it!

Submitted(+1)

All the problem areas in the game were written before me, so I would like to highlight a very nice visual, cool character animation and a very creepy death screen.

Developer(+1)

thanks so much for checking it out and for the feedback!

Submitted(+1)

Really loved that one. Invisible enemies that can be detected only for a brief period of time is absolutely fantastic!

I had a problem with "gun". So you have to charge it up until the moment it becomes deadly, but if you overcharge it it misfires. And the only clue of this charging is audio one. And the enemies are detected by the audio clues.
And the "kill" window of a "gun" ~1 second. So, i have to count to 5 every time and focus on the alien sound to kill some aliens. But you have to kill only 6 in 3 rooms so it was not so bad.

Developer(+1)

i agree with you on this, the intention was to give the gun a smoke effect to show it was overcharged and a light effect to show how charged it was but i just didn't get to it before i ran out of time. it was kind of important so it probably should've been prioritized. i might go back in and change that and a few other things. i'm glad you liked it otherwise though. thank you for playing and for leaving feedback! i really appreciate it!

Submitted(+1)

I love the visuals! Its a bit slow but it held my attention. Good work! 

Developer(+1)

thank you! i was worried about the pacing cause i felt like it was a bit slow as well but i'm still learning how to handle that. i really appreciate the feedback and i really enjoyed your entry!

Submitted(+1)

Hey, great job with the game!

I actually had this problems where the enemies would just spawn infront of me out of nowhere (not sure if it was intentional or not) and I would die immediately and restart from the last checkpoint.  Hope you continue working on it after the jam too!

Developer(+1)

the game uses a noise to tell you how far away they are, it's a radar ping. the first enemy is visible but every one after that is invisible and they tend to spawn about half a screen away from you, and only when you enter the room. if you're describing them just appearing out of nowhere, make sure to listen for the length of time between the pings to know how far they are from you. if you are doing that, then yeah it was a bug lol. thank you for checking it out and leaving feedback though! i should probably put a 'headphones recommended' thing on there and gate the radar so the player has to pick it up to progress.

Submitted (1 edit) (+1)

The illustration-style graphics were really nice! the sound design was cool and there is a real sense of tension.  It took me a second to get the combat (its tricky when you're relying on both sound cues for charging your weapon AND the enemies) but that's not a complaint it added to the tension of those moments.  I managed to get off the station successfully 😁  (super tiny bug note: the red flashing during the escape didn't take up my whole screen, I'm assuming because I'm playing in 4k. otherwise ran perfect!)

Developer(+1)

i actually meant to put a note in there that it’s not set up for 4k lol, resolution changes are something i still haven’t quite figure out. i’m glad you liked it otherwise and i’m glad you finished! thank you so much for the feedback!

Submitted(+1)

I love the art style very much! I didnt know which buttons to use to interact with the environment at first and i was a bit confused before finding out the spacebar action uncovers enemies, it felt really difficult but I like it :), The level design was good and it helped link ideas together

Developer(+1)

yeah, i’ll try to figure out some better ways to tutorialize information like inputs in the future. i’m glad you enjoyed it, thanks so much for trying it out and for leaving feedback!