Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

UnsewnView game page

Made in a week, play as a soul trapped in Limbo.
Submitted by Jacozoid | PolyHavocGames (@polyhavocgames) — 8 hours, 18 minutes before the deadline
Add to collection

Play game

Unsewn's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay & Fun Factor#14.2844.857
Sounds & Music#24.4105.000
Overall#24.1074.657
Use of Houdini#34.0324.571
Art & Animation#44.4105.000
Use of the Theme#63.4023.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Truly outstanding submission!
  • Fantastic! Rounded, polished experience! Amazing!

How did you use Houdini to make your game?
As always, Houdini was used as a content creation powerhouse. The platforms were generated on the fly from simple block-out meshes, the walls of Limbo were drawn from curves (as were the hanging cables) and just about anything that wasn't a one-off hero asset was done in Houdini. By building out and refining the tools it was easy to put together the final areas of the game much faster than any other possible way.

Houdini also helped in the game's FX as well. Multiple meshes were generated in Houdini and exported to be used in particle effects or as other visual elements.

A couple of meshes were built fully in Houdini and exported like the jar at the end. Houdini's cloth sim was used to create all the blocking fabric "doors" you encounter. One item, the sharp needle you collect, was remeshed from a sculpt inside Houdini as well.

It still feels like cheating sometimes when I can build out a whole level with custom-looking meshes in a matter of seconds.

List everything that was made before the jam. Pre-built, assets, textures, etc
Glow Night - Font
A variety of substances from Substance3d were used in the character painting and world textures
All sounds (while some modified) were from the WeLoveIndies site provided for the jam.

Which game engine or platform did you use to make your game?
Unreal Engine 4.27

Besides Houdini, what other tools did you use to make your game?
Substance Painter, Substance Designer, Blender, Affinity Photo, Affinity Designer, Reaper, SoundQ

List instructions and tips for playing your game here.
Controls:

Jump - Spacebar/A
Fan Tool (once unlocked) - Left Mouse/X
Glide (once unlocked) - Spacebar/A while in the air
Interact - E/B


IMPORTANT BEFORE PLAYING:
If you find yourself unable to reach a jump or interact with something, look around, there might be a tool nearby to help you.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Fun platformer, big fan of how you used houdini. Very well disguised use of parametrize tools, the platforms in particular felt really good and not repetitive. Great job. 

Developer (1 edit)

I’m always shocked at how well Houdini works, it’s too powerful! Thanks for playing!

Submitted

Yeah, it is magical at times once all of the parameters are well mapped etc xD. Also really appreciated your story driven lead in. It gave me Ian Hubert vibes (if you're familiar with his work).

Developer

Oh! I love everything Ian Hubert puts out, so entertaining (and quite educational on the blender videos)!

Submitted(+1)

He's a great guy, I've often considered trying to go visit his little off the-in-woods fortress of VFX and ADHD. His Patreon also has a ton of amazing tuts on it, highly recommend.

Developer(+1)

Oh nice, I bet it’s worth it!