Oh wow. This was a super captivating experience.
Adjusting scale and perspective combined with the overall visual aesthetic gives it a really unnerving feeling throughout.
Phenomenal sound design too.
Great work!
| Criteria | Rank | Score* | Raw Score |
| Style | #82 | 4.543 | 4.543 |
| Overall | #392 | 3.943 | 3.943 |
| Creativity | #680 | 3.914 | 3.914 |
| Enjoyment | #1419 | 3.371 | 3.371 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player has to change size to progress. Also the setting is all about industrial "scaling" up - factories creating factories, although that's not explicitly told
Development Time
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Oh wow. This was a super captivating experience.
Adjusting scale and perspective combined with the overall visual aesthetic gives it a really unnerving feeling throughout.
Phenomenal sound design too.
Great work!
This is a beautiful game! The vibes were on point, and I was always wondering what was going to be around the next corner. I have to admit though, I think the camera angles could have been picked much better. I was stuck in the opening area for several minutes because 1) the camera angles didn't appear to me to be showing the same place, and 2) I didn't expect to have to walk "behind the wall" on the right to see the third camera angle that allowed opening the door (a camera angle, might I add, with a very odd perspective that I also didn't immediately register as showing the same place). I figured it out eventually, but my confusion there very nearly prevented me from playing the game at all. Additionally, there was sometimes collision in places I didn't expect due to the darkness of the rooms. I realize the high contrast is part of the game's aesthetic, so I can't completely blame you for it, but it was a bit frustrating. I am nitpicking here, though. I love the visuals and environment in this game, and enjoyed exploring its world a lot. Nice work :)
The visuals in here are actually so cool. And the dynamic sound effects when the player gets closer to the camera is a great touch. Sometimes it was a bit difficult to find the edge of things, but otherwise great job!
It would be awesome if you could rate my game too!
This game is SICK. I saw you post something about it in the server and was so excited to play it once the jam finished! The vibes and style are really cool, and the puzzles are quite trippy and interesting too. I love fixed camera perspectives and tank controls so I got bonus fun out of that lol
Really appreciated the ambience ! Congrats for this very consistent art direction overall, really resonates with the gameplay
As a classic survival horror fan, I think fixed 3D perspectives are an underexplored concept and it's awesome to see a developer utilizing them to do something fresh. Paired with the high-contrast lighting, the scale of the environment is often ambiguous, which put me on edge and made the game world's secrets feel vast and unknowable. One drawback of limiting the player's perception with light and perspectives is that it took some trial and error to figure out where I was allowed to walk, so I spent some of my playthrough walking against invisible walls and losing sight of the player character offscreen. I don't make 3D games, so take this suggestion with a grain of salt, but I wonder if lifting some of the camera perspectives a little higher off the ground and rotating them down would give a clearer indication of where the navigation path is. That one small gripe aside, you've made something really outstanding and the most atmospheric experience I've played in this jam! I'll be thinking about this one for a while and I'm excited to explore your catalog once I've given some other submissions a shot.
Thank so much for the detailed comment! I love fixed-camera games. The problem with the way I've done it is as you say, and a few other people have said figuring out where to walk, or where you are, can be a challenge sometimes. Moving the cameras up and looking down more would help a lot. I didn't want to compromise on some of the angles simply for the way they looked but yeah, not the best for navigation. Maybe I could have added more camera zones or some better landmarks too. Also if you do look at my other games I really appreciate it! I'm also on Steam, currently working on a match-3 roguelite https://store.steampowered.com/developer/bigcharlie.
Which is completely different from this, but I've always wanted to make some cool fixed-camera games, so that might happen in the future :)Very interesting art style! Always nice to see people using game jams to try out innovative ideas.
Woah awesome! at some points i didn't know if i had to press W or S to walk in the the direction i wanted, got in a few awkward spots sometimes because of it. but the atmosphere and idea behind it is really great!
Really love the visuals and the the entire concept and puzzles were really inventive and honestly I'd love to see it fleshed out more!
Loved the style, as of the gameplay, if you added sprinting would be even better
This is one of the most beautiful games I've seen so far! Great job!
WOW.
You have done spectacularly. I can find nothing but praise to give. The way you used the wonderful visual style as a gameplay mechanic was splendid. Though confused at the beginning, I was left in awe at the tricks of perspective and uses of light and ambience within the game. Speaking of ambience, the sound design??? Peak. This game captured me like none other so far in this jam, especially out of all I have played which use a size-changing player as a gameplay mechanic.
Also, speaking vaguely to avoid spoilers, that ending scene was done fantastically and actually kind of spooked me when I started moving.
Magnificent work. Thank you.
Wonderful atmosphere and style! I don't know if I found everything there is to do, but I love the shadows and camera angles.
The color design and post effects are awesome
but the control of the figure... very confusing that it is separate by itself and does not depend on the position of the camera (for example, in the old silent hills urpavlenie depends on the angle of the camera and intuitively understandable not have to manually rotate the figure).
very often I got stuck behind the screen and didn't even realize how I had to get out how much to scroll, I pressed the buttons blindly
anyway very good experiment like it well done
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