We aren't sure if we accidentally overwrote the old build of the game when re-submitting at the end of polish week. If we did, here's a google drive link to that build: https://drive.google.com/drive/folders/1miWvs0nJW5eqIXPNry1FPZ3qMLzz8DWj?usp=sha...
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Subhuman's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #27 | 3.019 | 3.375 |
Visuals | #49 | 2.907 | 3.250 |
Overall | #68 | 2.460 | 2.750 |
Gameplay | #74 | 2.236 | 2.500 |
Fun | #83 | 2.012 | 2.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in team
8
Does your game include art/sound packs or pre-prepared code?
If yes, please provide the source of the packs used
N/A - all original content
Please provide a link to the project source code.
https://github.com/Sonar101/GJLGameJamSummer2021
Please provide a link to a 30 seconds gameplay video of your game
https://www.youtube.com/watch?v=jQ4wb8dCrmc
Comments
After a very brief explore and I did not have much time to go deep I can say the shadows from the light was one of my highlights. The atmosphere was really nice. I found it a bit slow and with more time to gently explore I am sure there were many more treats to discover. It was a pretty nicely curated game so well done.
Great game! You had a large team and managed to get everything done yourselves huh? Nice, the art is very well done and it surprised me how nice it was for the intro, however, the lack of sound for the intro was jarring.
Once underwater, constant bubbling noises from movement, ocassional bubbles from breathing and so on help set atmosphere as it's constant and always there, the gutteral monster growl was nice, it gave the sense of a threat, but what I came across wasn't nearly as bad as it sounded, which was slightly disappointing. I also like the work that went into the shadows and light obscuring.
There's a few problems however, the flashlight, there's plenty of indication from it crackling and flickering before it goes out and breaks, but I expected the little bar in the top left to at least tell me how much is left. Also, whilst you have controls on your page, it's always important to have the tutorial in the game itself.
The flares, they're limited light sources once the flash light goes out, but they are too dim and last too little to be a good marker for anything than an instance of light, making people grope in the dark. Which is fine for atmosphere and if that's the intention you're going for, but it can get tedious and frustrating since you can't even see anything, if not careful with guidance.
I had honestly expected the flare to be brighter and last longer than it did for a limited resource. It was much easier when I restarted and was careful with my flashlight isntead of using the flares, which helped greatly. I just sort of expected underwater flares to last longer at least.
There's a problem with playing the game when using the pause menu to exit out and retry, the text boxes don't show up again. Also, it's possible to escape and just go through the boundaries of the top of the map, past the black texture at the top and into a flat green, endless space. I restarted it and escaped the glowing tendrils all the way back up, but nothing happened, does this have an ending?
However, great work on the game! It was fun to experiece the atmosphere and soundscape. With all original assets, it must have been quite the work.
Definitely the amosphere is a big plus of the game - I particularly liked the occasional bubbles and breathing out - combined with the water sounds it does make you feel like you're deep underwater.
Funny enough, I actually (when I think about it, it makes no sense now) thought that the flares are some sort of bombs, and I got a bit scared when releasing one accidentally at first :D
More cool little things to find in the dark is probably the one thing I would have loved to see more of!
The graphics are good, and the atmosphere is truly amazing and immersive. Great work!
The SFX were great. I don't like these kinds of groping in the dark games so, I guess I'm a little biased against them but I'm glad there was at least a small persistent light source to help guide you along. I guess I feel like games shouldn't take away 50% of someone's sensory abilities. It does create an atmosphere but there should still be some alternating back and forth if you're going to use that tactic. Moments of light and beauty and mystery along the way. I really liked the monster sound but that's where the game ended for me. I played it through twice to that point and got stuck.
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