Play game
Still Waters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #2 | 4.652 | 4.652 |
Music | #6 | 4.174 | 4.174 |
Sound | #8 | 4.174 | 4.174 |
Story | #12 | 4.174 | 4.174 |
Overall | #16 | 4.174 | 4.174 |
Mechanics | #122 | 3.478 | 3.478 |
Fun | #137 | 3.565 | 3.565 |
Theme | #432 | 2.913 | 2.913 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Vert Vaults - Rocks pack LITE, Bridges Pack, Poly Angel - Mini Pirates Island, Free Fire VFX - URP, Free Sound Effects Pack, Low Poly: Woods Lifestyle, Optimized Ropes And Cables Tool, Low Poly Wind, Crash Crate, Modern RPG - Free icons pack, Vehicle - Essentials, Nature - Essentials, Dark Atmospheric FREE TRACK , MicroAVL [URP] - Volumetric Lights, Volumetric Fog (URP), Handpainted Grass & Ground Textures, POLYGRUNT - Low Poly Boat, URP Stylized Water Shader - Proto , Highlighter Post-processing, screenshot 1/1 Overview Package Content Releases Reviews Publisher info Asset Quality Quick Outline is a world-space outline tool, that adds a solid outline to any object. It’s ideally suited for VR. Many outline shaders work in screen space, which makes them slow – and they don’t support MSAA. If they do work in world space, they have ‘gaps’ on hard corners. Quick Outline addresses these issues. Quick Outline was originally designed for VR, so it supports Instanced Stereo rendering and MSAA. It looks great in any HMD, and it won’t impact the frame rate. - Designed for VR (including single pass) - Supports MSAA - Compatible with post-processing stack - Multiple outline modes - Lightweight and performant Quick Outline
Leave a comment
Log in with itch.io to leave a comment.
Comments
superbe game ! I got immersed deeper than the river goes. The writing is incredible
Impressive work. The atmosphere immersive, with visuals and sound design that pull you in. The low-poly style combined with lighting effects creates a strong mood. The narrative elements are engaging and well written. Took me a moment to work out the camera. Looking forward to seeing how this develops further. Well done
Atmosphere as thick as ocean fog.
I played through before watching the youtube video on the game page, so I'm thankful that I chose the second option at the ship wreckage. Seems to lead to a similar fate, in the end!
The writing is very engrossing, and easily carries the game along with the tense atmosphere.
The controls work well, though my instincts are always off when it comes to the camera rotation. That may just be me. Aiming the cannon and lighting a tower was done with such ease that I could continue sailing the entire time in most cases.
There's a point early on where the forest is dense and trees seemed to block my vision no matter how much I zoomed in or out with the mouse wheel. I smashed against the coast at this time but it seems no permanent damage was done.
This game offers a beautifully atmospheric experience with captivating visuals and sound design. The narrative is engaging, and the attention to detail is impressive. Overall it's a compelling and well, crafted game. Great work!
Such a beautifully crafted game. Can see myself buying this. The art, music, atmosphere, was engaged and enthralled in this world. Great work again! Got a fan!
Great game. It is inspiring to see when game devs put their heart into crafting the world. It is the one that can invoke emotions with its atmosphere.
For future improvements I would suggest adding a bit more guidance to the player at the start of the game, maybe just to guide them to the first objective, as it felt a bit disorienting at the start. But that might be intended, if that's the case, then my bad.
All in all, good game, beautiful graphics, top tier vibe!
Wow - just wow. This was poetic one. I loved the aesthetics and sound design and dialogues. Very polished, well put together, and it is kinda amazing that it was made by one person. Had that Disco Elysium -vibe (which I now see was one of the inspirations). Great submission!
I enjoyed this!
The visual design & audio really stood out. The story aspects were well presented and quite compelling. The little man at the campfire/tent did a number on me!
Had a bit of trouble sailing through the treeline as the camera was obscured, and it made it a bit difficult to navigate.Look forward to future developments.
Thanks for sharing!
Thanks for playing! I just realized I forgot to mention in the controls section that the camera can be rotated with Q and E, which helps with the treeline sight issue. Glad you had fun despite the bad info!
The vibe is wonderful, as is the atmosphere. Think I may have stumbled on a glitch or something (not 100% sure). Tried to make a turn after the 4th light (if my counting is correct), and then the screen was blank. Couldn't get back to see if I needed to right a navigational wrong. Other than that, I really enjoyed the game!
Thanks for playing! Vibe and atmosphere were definitely a big part of the focus for this jam. I also just realized I forgot to mention in the controls section that the camera can be rotated with Q and E, which helps with the treeline sight issue. I think you had some trees blocking the way and that caused the black screen. Glad you had fun despite the bad info!
This game has a great atmosphere and vibe! My wife and I played it together since she is running Windows on her laptop. You did a wonderful job polishing this!
Thank you so much! A little post processing goes a long way
Incredible atmosphere. It all comes together beautifully, the low-poly environs, the water shader, and best of all, the lighting when the towers flicker on. *chef's kiss* I'd happily play a couple hours in this mood, exploring the mysterious writing, you'd just need another couple mechanics in there, but in my experience, developers are never running short on those. Great work.
Thank you so much! Yeah I had a pile of mechanics I was hoping to add, but sadly I ran out of time. I am, however, going to keep developing it out for a release on Steam (this time with plenty of puzzle mechanics, quest objectives, and boat upgrades), so stay tuned!
If you're open to another writer, Unity developer, Low-Poly artist, poet, and/or ex sailor to perhaps join this project, that is me, and I'd love to come in and collaborate on this. If nothing else, hit me up for a play test. Best of luck in your pursuit on Steam. ✌️
https://discord.com/users/311208356373331968
I'm not running windows, so I didn't get to play. But the screenshots look beautiful!
Thanks! I attached a video of a play through, so feel free to watch if you can't load the game up on your machine!
This is one of the most atmospheric and polished games I've seen in a jam. I'm amazed you got this done in that time frame. Really well done, reckon you could use this for the basis of an actual game. Really well done.
Thank you so much! A little post processing goes a long, long way.
That's the plan - I'm aiming to release this (with quite a few more features) on steam in a couple of months. Stay tuned if you're interested!
Really polished game! It is incredible you were able to do so much in a short duration! I had some issues navigating my boat as my vision was blocked by the foreground trees and such. Great game overall!
Thanks so much! I just realized I forgot to mention in the controls section that the camera can be rotated with Q and E, which helps with the treeline sight issue. Glad you had fun despite the bad info!
Had fun. Went through it twice. :)
That's awesome! There are lots of secrets to be found (and a couple sneaky endings). I'll be developing this game further and releasing it on steam in a few months, so stay tuned if you're interested!
The game looks amazing and sound so good! Great game👍
Thank you so much!
Ooh, that's hilariously atmospheric. It took me (as is often the case with me) a while to get used to the camera, but then I figured it out. The game has a very lingering and delicious atmosphere. I also really liked the purely design decisions of fonts and colors. I wanted to be able to land on one of the shores or near that "angry tent" and wander around the neighborhood. There's a lot of potential in this one. The impressions are purely positive!
Thanks for playing! I just realized I forgot to mention in the controls section that the camera can be rotated with Q and E, which helps with the treeline sight issue. Glad you had fun despite the bad info!
The atmosphere of this game was super gripping im shocked you could make something so polished in only a week or so.
Thank you! A little post processing goes a long, long way. That, and a few sleep deprived nights lol
The adore the vibe of your game. The dark moody vibe, the dialogue being creepy and it's just so clean aesthetically with the particle effects and everything. Awesome job! Congrats on making your game!
Only feedback I have was it took me a second to understand rotating the camera with middle mouse to be able to see as trees made my screen completely black until I worked that out. I'm not sure if we're supposed to do that though because it's not listed as a control? Either way you should be proud of this game and definitely worth the effort ;)
Thanks for playing! The dark atmosphere/dialogue was a big focus through the development. I am definitely proud of this entry - so much so that I'm planning to continue development on it and release it as a Steam game in a few months!
I also just realized I forgot to mention in the controls section that the camera can be rotated with Q and E, which helps with the treeline sight issue. Glad you had fun despite the bad info!
I love the aesthetic of this game! The exploring feels very good!
I particularly enjoyed the SFX, they really set a perfect tone to match the overall ambiance.
btw found a funny bug when alt tabbing the boat spiiiiiiiinnnssss (also happens in the menu haha).
Also I had to do some loops to hit the end game trigger you can look into that :D
Thank you for this experience I've enjoyed it!
Thank you so much!
Haha yeah the boat controller has some weirdness to it when it comes to collisions (or lack thereof). I just chalked it up to game jam funkiness lol. But thanks for the note about the end game trigger... I'll fix that right now!