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A jam submission

Callsign: HANGMANView game page

Submitted by JohnGabrielUK, Mad Parrot Studios, Xandruher, Kyveri (@artofkyveri), sfeldman — 10 minutes, 25 seconds before the deadline
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Callsign: HANGMAN's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#34.2634.263
Graphics#54.4744.474
Originality#83.9473.947
Overall#243.4063.406
Accessibility#472.7372.737
Fun#482.8952.895
Theme#553.4213.421
Controls#882.1052.105

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1.2

Wildcards Used
One or Two?

Game Description
Rescue scientists trapped aboard a besieged space station...

How does your game tie into the theme?
You must keep yourself healthy by harvesting blood from fallen enemies.

Source(s)
https://github.com/JohnGabrielUK/CallsignHangman

Discord Username(s)
johngabrieluk, madvela, kyveri, xandruher, sfeldman#9786

Participation Level (GWJ Only)
Too many to count.

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Comments

Submitted (1 edit)

Best way to explain it would be: mixed emotions. It might just be because the game is a game-jam entry so it's lacking that polish, so it felt frustrating to play, but... it might also be the single entry in this game jam with the most untapped potential, and I'd love to see it expanded and improved upon.

Good:
Voice acting in a game jam entry? Amazing.
Artwork is amazing.
Aesthetically,  most polished and professional looking 3D game I've seen in Godot, I'm amazed that this was a game-jam entry and not a project worked on for months.
The camera and gameplay reminded me of the RE games. If a game jam entry can give me the same feeling as old AAA games, that's a really good sign.

Cons:
Controls: Took me a while to get used to the controls, but also some of it didn't make sense (for me W and S both moved forward?)
There was also no mention of the other controls in game, nor on the game jam submission page. Kept trying to run past the mobs and getting stuck and frustrated. Only after reading the other comments did I realise there was a Itch IO page (not just the submission page) for the game (no link from the submission page) with the rest of the controls; I didn't even know there was a gun until my 5th attempt! So definitely having a page in game talking about it would be great.
Combat: Felt too easy to stunlock enemies (once I realised I could fight back).
Map: felt confusing, wasn't sure where I was or where I meant to go. I figured the two dots were the scientists but that was it. Found one before giving up.

Having said all of that... I honestly don't know how you guys managed to make this in a week, this feels like an alpha for a AAA game, or something being worked on for months. You all have some serious skill, and I'm seriously impressed with what you've come up with. All the negatives I mentioned are things that could be easily polished and improved if you had more time, so I don't weight it too heavily for a game jam entry. You should all be so proud of what you've made!

(+2)

A very aesthetically pleasing and tough entry.

I liked the idea of static cameras switching as you move. Very reminiscent of the older Resident Evils or even some of the mid-range Final Fantasy titles. The idea was there for sure, though some of the angles were disorienting at times. But I think that may be due in part to not having other visual references in the corridors.

The controls were fine once you get used to them. Though being able to map them would have made it a bit easier I think. The main issue I had was the pistol needing to be out for combat. It sort of gives another step to an already fairly challenging combat system. Stun locking enemies isn't difficult, but neither is being stun locked yourself lol

At any rate, 9 days!? You all were very ambitious. Very pleasing to the eye in terms of UI, models, overall environmental design and artwork. The voice acting and dialog were really well done as well.

A very interesting entry overall. I think each of you should be incredibly proud of how much work you put in. I'm sure you all learned some new stuff along the way. ^^

Well done!

Submitted

Like others have said, the controls were hard because of the camera angles. The map wasn't working and it didn't make sense based on the rooms I was going through. Also, I didn't know what any of the controls were other than walking, running, and "v" for interact because there wasn't any sort of indication in game. I see now that it is explained on the game's page.

Also, my second run ended when I got about 3 rooms in, like a dining area type room, and got stuck next to a table and couldn't get out. The alien in the room also got stuck while trying to run towards me on a different table. 

Very frustrating experience.

But the art? The voice acting? The dialogue boxes? Sublime. I think a couple gameplay fixes would have made this game great instead of good for a jam. 

Submitted

It has some issues but it's a good game. Maybe if had better controls and the map wasn't so wrong, it would be even better. Nice work!

Submitted(+1)

Amazing production value for a game jam game! Feels like a AAA title.

Submitted(+1)

Pretty awesome game ! Hard controls and the collisions are maybe a bit too big...

Submitted(+2)

Great opening! Most of my feedback has been mentioned by other players, or came up during the stream. The feedback I have (that I haven't seen mentioned) is that the placement of many of the cameras could have used more cinematographic direction.

Overall, the production value on the intro was top-notch and gave the game a very professional feel. I think gameplay could have used much more of that attention, as there was a sharp cliff. I did not make it to the end, but I might try again later. Nice work by the whole team!

(+2)

THAT. WAS. AWESOME! The production value of this game is amazing. How did you get the right in sixty seconds??????

Ok Jokes aside, the voice acting was amazing for the amount of time that there was. I played on MacOS and it was buttery smooth, (with a few strange shadow artefacts).

I enjoyed the forced perspective, although the audio would switch before the scene had loaded, so I would get a nice fore warning for any jump scare. Also the enemies always spawning in the same place in each room does kind of make the game play repetitive. It also makes getting the third scientist out a little difficult.

I think a simple fix to that is to randomise if they spawn or not in the room (every time the player enters). I know that makes it difficult to make sure that the player can get the radiation resistance they need, but I think that would add more variety to the game play.

Other then that, well done great game. I hope to make games like this one day. 

Submitted(+2)

The quality of these graphics and the polish in the introduction is really impressive.  The camera reminded me of Digimon World, it definitely adds to the atmosphere, though it sort of annoys me having to walk with such cameras. 

I got a bit tired midway through, mostly because this genre isn't really my type, but still managed to get to the end. 

Really good job, just the looks of this game were enough to make me jealous. 

Submitted(+1)

Looks great and the quality of the into is impressive.

Did you make all assets yourselves during the jam? If so, that's just wow..

I died a couple of times on first enemy, I was pressing X and C but nothing happened. After a few tries I realized I needed to take out the gun first :)

Also about controls: Should back (down) arrow be moving character forward, the same way as up arrow? Because it did, at least for me. Maybe that's how horror games like this controls are like?

Creative idea with harvesting enemies and gaining new powers, that could be expanded. Maybe even turned into a roguelike metroidvania ;)

Developer(+1)

thanks for trying the game! And yes we did make everything in the duration of the jam, most of our team knew how to work blender so that turned out to be a big boon for us!

Submitted(+1)

Looks amazing! I couldn't quite catch all the controls though

Developer

They are on the game page:

Arrows to move (Shift to run) Tab to draw weapon back and forth Z X C V for the action