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A jam submission

SUB MORTISView game page

Experimental prototype for horror game idea
Submitted by Enygmatic — 4 days, 10 hours before the deadline
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Play prototype

SUB MORTIS's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#24.0004.000
User Interface (UI/UX)#24.0004.000
Sound/Audio#63.5003.500
Fun#73.1673.167
Visuals(Graphics)#103.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://enygmatic.itch.io/sub-mortis/devlog/226710/capstone-project-release-stealth-ai-new-level

Developer Feedback Questions
Do you have any issues or specific suggestions for the phone UI? Is there any issues with the physics interaction? If you made it to the end of the demo, how broken was the AI on your playthrough?

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Comments

Submitted(+1)

This is very well done! I'm not used to the escape room type games but it was a very enjoyable experience. You do a great job of setting the mood with the story elements revealed through notes and with the visuals. 

Controls are great. All of them make sense and are straightforward to figure out. I really like the pop ups that tell you the controls to use in specific situations early on in the game.

I think some of the UI elements could use an upgrade in terms of visuals for the phone and computers because some of them look close to the default Unity UI.

Great job and good luck with development!

Developer

Thanks for playing!

The escape room aspect is only part of what I hope to have for the final game, but I'm glad someone whose not typically a fan enjoyed it. I was hoping the atmosphere would come through all the obvious prototype-y aspects, and I'm happy to hear that was the case for you.

Also good to hear the controls worked out for you, I'll be making some changes so they're less clunky and are modifiable in the settings menu in the next version. The popups were the least intrusive way I could think of to implement a tutorial. Ideally I would be able to design an "invisible" tutorial in the vein of half-life with minimal control prompts, but we'll see how future development goes.

The UI is literally default unity stuff for 90% of it. It's not the prettiest or unique, but it got the job done and so far hasn't been confusing for players. My major concern for the prototype was readability and just making the UI work intuitively. A UI upgrade is definitely coming down the pipe, I'll be working on some smaller projects in between now and the next release for Sub Mortis, so I'll be using those projects to up my UI game.

Thanks for the feedback!

Submitted(+1)

Finally got to play this game and glad I did!

I'm particular interested in puzzle games and escape rooms. And this game had those elements along with some minor horror which was a nice mix.

Your use of lights helps to guide the player in right directions in a clever way. It really feels like this is something you put effort into and it also sets a great mood of the game.

The Music goes well with the theme and many sound effects feels natural.

I did spend maybe 2 hours playing through this game and prob 8 playthroughs trying to find hidden paths, mechanics and clipping out of walls etc.

I Manage to close the last door and escape, but I was not alone in there :).

Overall its a great game but it sure needs some polishing touches to reach its final potential.

Some other reflections

Control settings looks like they are settable but they are not.

UI kinda basic as it is now and could benefit from some enhanced graphics or theme, but it works which is the most important thing.

The texture for the monitor is a bit rough :P

It would be nice if one could open door easier with the mouse or open it by moving backwars while holding it. I found myself trying to do this many times during my playthroughs. If I made a similar game I would prob just opt for making the door, drawers etc animate between closed and open position when clicked on once. If I were to have it move depending on mouse movement I would make it so everything closes by moving mouse straight up and open by moving it straight down.

It seems a bit strange that the computer in server hall unlocks stones in the wall and making a hole. Also this open door button I'm not sure makes anything. Not sure if it does anything else as well. When falling through the map you made the player die which is fine. other way would be to place the player at certain points on the map. Same goes for dying in general.

The Time on smartphone is always 12:21.

Its nice with the "tool-tip" for input that is shown when they need to be used. Like when you pick up a crate at the barbed fence etc.

I think that the smartphone was somehow in the way of the player and didnt add much of fun when it comes to UI or gameplay. That said I rarely find games where a smartphone UI fits well with the rest of the gameplay. I think a simple inv system would work better for this type of game.

The option to throw away items rotate them and move them with scroll-wheel was nice, but in the game you kinda only needded to be able to move a crate.

I never understood that there were a stealth option and just assumed that the enemies would hunt me from the time they appeared. I found the vent-loop in the storage room but didnt se any use for it. Maybe there should be a notification that "you are hidden" or "enemies spotted you" etc. Another option would be to have a popup info shown before first encounter that gives player some info on how enemies work.

The games file size is a bit big maybe you could make some adjustments to make the size smaller without losing quality.

Some bugs I found

Adding the A-B vials to the number hotbar and then mixing them, makes one of the vials in the hotbar remain in the hotbar for the rest of the game or until replaced with other object.

Resolution has many options for same resolution, not sure why this is.

The toilet seat is movable, but its black colored behind the lid, seems like it might be because of baked lights maybe.

The door outside the storage Room does not open with the button it only works with computer.

Developer(+1)

Thank you so much for playing, and for 2 hours?! Well I'm either humbled you enjoyed scanning through every nook and cranny in the game (which is something I love to do when playing games), or I sincerely apologize that you had to spend 2 hours in the game! Either way, prepare for an essay to address your detailed feedback.

Yeah I liked having the sort of logic puzzles interspersed amongst the creepy atmosphere. The balance of horror to puzzle/escape room game is planned to lean towards more horror in the future, but I definitely want to retain the puzzle/problem-solving aspect. The Penumbra and Amnesia series were a huge influence on this project if it wasn't obvious, Penumbra in particular. And I think those games were quite good about having decent puzzles and strong horror elements.

The use of lights was definitely deliberate, especially for the first vent and the tunnel sequence. I knew I didn't want any form of map markers and I wanted to avoid the player having to wander around too much, which so far seems to have been mostly avoided. Using lights for telegraphing the way forward I think was good for immersion, atmosphere and clarity.

I'm happy you liked the music, it was my first ever attempt at crafting music on my own and I was kinda worried it might clash with the mood of the game.

Yes the monster sneaking into the elevator has been an issue ever since I submitted the build for my final project in university. The AI is supposed to be locked once you hit the button inside, but I wasn't able to sort that bug out. I assure you, I plan to fix that in the next major version hahaha!

The controls were initially intended to be editable, which is why they look like they can be changed. But sadly getting the game together took priority over allowing controls to be changed. I should have changed it to just a simple list, but for me the AI and interaction fixes were a greater priority than odds and ends.

Yes UI is effectively default with the exception of parts of the widget screen. I still consider this a prototype, as indicated with the low version numbers, so basically my goal was just that it worked and was mostly intuitive.

The texture for the monitor is very rough, it was a free asset from the unity store so it was used for expediency. Doesn't make it any prettier, but saved me time and effort.

The ability to move doors and drawers by the player moving around is definitely planned to be added. It actually existed in earlier versions of the prototype, but when I changed the mouse interaction to be more refined per interaction type (door, drawer, level, wheel, etc.) that feature was lost and I didn't have time to add it back in. The reason for going with the mouse movement rather than just a simple button press is I find it to be more immersive (and a number of players have said something similar), it can allow greater granularity in stealth sections (granted this part wasn't properly explored in the demo) and it can create more tension (debatable as to the success of this part in this particular demo). Early on I had planned to just have simple open/close animations if the physics interaction was received poorly by players, but so far it seems to be liked with a few exceptions that I plan to address in future updates. The single up/down movement I had tried at one point but it felt off to me, but that may be more subjective.

So the computer doesn't add a hole and rubble, the implication is that something tunneled out of the hole in the wall and collapsed the passage back to the long hallway. That something being the monster encountered at the end of the demo. Now of course the tunnel is kinda comically big for the monster to have been able to dig it, especially so quickly. That I attribute to my lack of experience and knowledge of Realtime CSG, the map editor I used to make the level. Because I didn't know how to precisely set the size of the opening, so the default sizes it would "snap" to were either too big like it is in the demo, or too small for the player to even fit through. Fun fact: this collapsing/digging of tunnels was an alleged trait of the "Toronto Tunnel Monster" a fairly obscure cryptid the monster in Sub Mortis is based off of. Also you're correct, opening/unlocking the door on that particular computer does nothing, the tunnel collapse triggers when you exit the monitor.

Save system is a big issue for this game, I have a save system made for a later game that was initially branched off this game. But adding that save system back to Sub Mortis would've been a herculean task,. And since I plan to basically reboot this project with the improved mechanics of later projects it wasn't worth the time.

Yeah the time on the computers is always 12:21 too, I wanted to add a realtime clock, but that fell down the priority list pretty quickly.

I know another player mentioned the smartphone blocking too much of the players view, which is an issue I can address easily enough. But the lack of fun or depth with the phone I think is just due to how little its required for 90% of the demo. Once you're past the first room its not required (outside of the flashlight) which is just a result of my horrible design choices brought about by lack of sleep and crunching my last week of school. I envision it serving basically every function that a traditional 2D menu would provide, but more diegetic and thus more immersive. With the phone UI I also found it fairly easy to convert the more gamey aspects into something a bit more believable. The inventory app and the visibility widget are probably the least realistic, but I think once you actually play around with it a bit its not as ridiculous as first thought. I did initially think about having a separate inventory screen apart from the phone, but it didn't make sense to section out just one part of the UI by itself. So for this prototype build, I think you're right it could've been done with a typical inventory  screen, but for what I have planned I'm confident I can make it more engaging and sensible.

The object manipulation as you said suffers from the same issues as the phone, kinda cool but serves no purpose at the moment. For the larger extended game I'm planning to create from this (I estimate a 2-5 hour game made over the course of a few years) I have several ideas planned out for how it could be used. Now it could very well be that those ideas don't work as well when the rubber hits the road, but I want to give the manipulation options a real chance before scrapping them.

Yeah the feedback regarding stealth in the game has made me realize just how poorly the enemy encounter is designed. The vent sounds signaling the monsters entrance are too quiet, and the monster takes too long to walk to and drop down from the ceiling (its not a one-off scripted animation, the monster can jump/crawl through vents dynamically). And the fact that the stealth elements in the game are never really utilized before this point magnifies the issues. The visibility meter could be easily missed by players, as once you turn the flashlight on you never need to turn it off. And the audio level could be ignored for most of the game.

I should note that there is a scripted chase scene if you manage to sneak past the monster. It drops down out of a vent outside the storage room as soon as the player crosses that pit. I wanted on chase scene, especially since I wanted to test how much tension having to manually rotate the wheel crank could cause compared to say just holding down a button.

The "vent-loop" was meant to be used either by players who wanted to try to hide from the monster by going around the long way, or to be used as an attempted escape route by players who were spotted by the monster. This latter reason was so the monsters ability to crawl through vents like the xenomorph in Alien: Isolation could be shown off, and scare the player by demonstrating that the monster wasn't a dumb chase AI. Of course to my knowledge, that has never happened.

As I alluded to earlier, there actually is a visibility indicator. The light bulb icon displays how illuminated the player is, with the center section changing from black when the player is in shadow and basically invisible, to white where the player is fully illuminated and visible. Turning the flashlight on not only makes the player visible, but it makes them visible from further away. It also changes the monster field of view to 360 degrees. But, as I said once players turned the flashlight on and they saw the lightbulb go full white, they probably assumed it was just a flashlight indicator. And the fact that its a visibility indicator is only really mentioned in a brief hint. In later version I plan to make a more subtle tutorial than having a popup explain the stealth system, mainly because I hate those types of tutorials lol.

The file size is exacerbated by the number of imported assets that were never used. It used to be 500mb+ before I changed the compression for textures and audio files. The file size will definitely be smaller in future versions.

I'm aware of that bug, its actually since been fixed in recent projects, same with the item highlight not moving when rotating an item. So that will definitely be fixed in the next version.

I'm not sure the exact cause of this bug, there's only one option per resolution when I play in editor, but in the build I get two. I'll have to look into that since I still have not figured out an answer.

The black colour on the back of the seat is actually part of the texture the asset came with. There are no baked lights in this game, they didn't work with the light-based visibility system.

That is actually fully intentional, hence why the button on the door is rotated slightly and has no emissive light coming of the button. Its to make the player go into the storage room and encounter the monster.

TL;DR You have excellent points but I like immersion and I screwed myself over by working on the mechanics for 3 months but put the final level together in 3 days.

Thanks so much for the detailed feedback and for trying to break my game in multiple ways! I love hearing about people playing around with the jank in my games and exploring the weird ins and outs. I'm glad you enjoyed it overall and hopefully when I come out with a vastly improved version next year, you'll enjoy it even more!

Submitted(+1)

     Atmosphere was well done, and I liked figuring out what to do to exit. I played very cautiously,  using the sprint seldom since I assumed there was always something watching. When the monster came through the sus vent, I assumed it was chasing me from the get go (tense music also made me think that) It was a cool chase baiting it away from the door crank, opening the door just in time, but then once I got in the elevator, I did not see the button, and the monster bad day'd me.

     After reading another's feedback on this page, I never realized stealth was an option! Unfortunately, the game sends you to the very start if the monster gets you. Reading the devlog, I do understand the reason for this, and I do hope you could add a save system to this game sometime, or a checkpoint system.

     I also thought it was very strange that the monster kills in one hit. Throughout the game, I was collecting pain killers, which implies that they would be useful, which they aren't since the only serious threat is 1-hit-KO. Only other threats up to that point afaik was a barbed wire that did minimal damage, and steam. 

     With some polish, I could imagine this horror game being a hit! From as far as I got, I dig the atmosphere, and the tense music in the chase was a nice touch. I like the writing of the messages as well, because they seemed practical, not just cheesy "YOU'RE NEXT" type message. I loved how M left a note about an employee that lost their keys, which is cool flavor text that doubles as a hint as well.

Developer(+1)

Thanks for playing!

I'm glad to hear the atmosphere was appropriately eerie. I'm curious to hear more about your encounter with the monster though. Were you standing in the light or have your flashlight on when the monster dropped out of the first vent in the storage room? The chase music only triggers when you're spotted, and seems like most other people I've seen play get spotted immediately. In that first room you can sneak past the monster, but there is a scripted chase sequence once you get to the other side of the catwalk outside. And when you say you baited it away from the door crank did you have to run around and lure it back to the room it first spawned in or something? I ask because I assumed that was largely impossible from how the search and chase sequence was setup lol. If you're interested, this speedrun of the game I made for a friend shows I kinda expected the sequence to go (I included timestamp from when the first monster sequence starts):

As you can see, you were effectively at the end. I'm glad someone made it to the door crank part though, in my opinion its the most tense part of the game.

And yes stealth is an option, which is what the visibility meter (light bulb icon) and audio meter are intended for. So the monster can see you from further away depending on how visible you are, and it can hear you from further away depending on how loud you are. But if it doesn't see the player when they're moving too loudly, the monster will move to investigate but isn't set to hostile right away. You can exploit this mechanic by throwing objects around in that room to distract the monster. Unfortunately the rushed nature of the demo doesn't provide any tutorializing in these mechanics too much, and the design of the first encounter makes it too easy for the player to just run right into the monster without warning. Also yes a save system is the number one item on the next major release, I've already implemented one for another project, its just that this project older and messier code that's a pain to update.

Yeah the health situation is another unfortunate side effect of features being implemented before they have a real use. So for the ultimate goal of this game in the long run, there's multiple enemy types planned, most of which are not 1-hit-kill. But to cut down on the scope and to try out the more ambitious features, like having AI crawl on walls and jump through vents, I focused on implementing one enemy type: the monster. The monster in the game is supposed to work similar to the xenomorph in Alien: Isolation, its the smartest and deadliest enemy in the game, and there's no way to kill it. There was also damage from objects colliding with the player at one point, but was removed for it being too easy for the player to kill themselves. So yes you can easily beat the demo level without ever picking up any painkillers, if anything they mainly serve to show that the player can heal themselves in some manner, and show off that items can stack in the inventory. They're planned to be much more useful in the next major update.

That's a good compliment to hear, because my plan is to polish and expand this into a 2-5 hour game over the next few years. I'm happy to hear the music was effective, the soundtrack in this game I made for an electronic music course for university and its the first real music I've ever made. I consciously tried to make the in-game logs and notes more practical and less dramatic so good to hear that worked out.

Submitted(+1)

This was fantastic! The atmosphere throughout is perfect, absolutely filled with tension. The audio design is superb too, and really adds a lot to the experience.

I really enjoyed the way you developed the narrative through the memos and emails etc., you struck a good balance between explaining enough to make sense whilst retaining some mystery. 

The phone is great - it's a nice way of including objectives and notes diagetically, and is really straightforward to use. I'd love to see more bits like the QR code scanning at the start! I also thought that the audio meter was a great concept. My only complaint was that it'd be nice to have a way to reduce the amount of screen space it takes up when not in use.

I'd love some kind of checkpoint system as I found it very easy to die once the monster appears, but understand why it's not in place from the comments in your devlog. This is also probably my own fault for panicking and running away instead of sneaking!

Regarding physics, I found that the Amnesia style physics interactions really didn't play well with my mouse, opening doors and turning that valve took a long time. My mouse is absolute shite though, so that could easily be on me. Is there a way to add a sensitivity slider to the options menu at all?

Apologies for the essay - I really thoroughly enjoyed this one and wanted to give detailed feedback, hope that's ok! Good luck with the jam :)

Developer(+1)

Hey thanks for playing! I'm glad to hear you enjoyed it, I was hoping the more atmospheric elements would carry through some of the rougher parts of the demo.

I always liked being able to rummage around and find hidden notes and documents in games, so I wanted some as a little reward for the player looking into some optional side areas. I also tried to avoid making the notes read like they were written just to sound scary, and considering most of them were written during crunch I think I was partially successful.

I'm honestly quite happy with how most of the phone UI turned out. Early on I thought I may have to cut it out, but people have liked it and haven't been too confused and I'm happy that's the case for you too. But you're absolutely right about how much of the phone is underutilized in the demo level. The QR code is only used once, you never have to refer back to the notes, and you're only required to use the camera once. I actually had several ideas for how these mechanics could be used more extensively, but of course weren't implemented due to running out of time near the end of the term. The phone definitely takes up too much space as it is, its partially so big just because I found earlier in development the world space UI could become blurred if it was too small or far away. But having it a bit smaller with an option to zoom in and "quicklook" at the widgets would be a nice addition.

You'll be happy to hear that the first item in my list of planned improvements when I release the next major update is to integrate the save system I created for another project. So far no one who has played the demo other than myself has survived that first encounter with the monster. I think its a mix of the stealth elements being barely explained/used, the sound of the monster moving in the vent is too subtle and it jumps down a bit too late. Most players I've spoken to/watched either just run right out of the room and the monster sees them right away, or they don't notice the flashlight is still on or they're illuminated enough for the monster to see them.

The design of the level also isn't the best for introducing the monster, as it doesn't show off what it can do. The monster can crawl through vents, on walls and ceilings, and jump up/down through vents in the ceiling. But if you don't manage to progress past that first room, you never see any of those behaviors, and most people I imagine assume the first vent drop is entirely scripted. In one livestream I watched, the player got outside that room but didn't open the locked door so they started running/jumping around in confusion. The monster heard this and so went to investigate. But since the player closed the only door into the room, the monster had to go back up through the vent and walk across the top of the map (like the xenomorph in Alien: Isolation). When it was about to jump down through the vent in the hallway outside, the player just happened to be standing underneath, so the monster saw the player immediately and killed them. So the player was killed instantly without even knowing/seeing what killed them, which across more as the game being bullshit than having a more complicated AI.

I've seen/heard mixed things regarding the physics interactions, the streamers I watched seemed to have a rough time with the interactions but never complained. A friend of mine said most of it was good but the doors were killing him because he kept hitting himself, and for myself I'm so used to it and have played so much Penumbra/Amnesia I can move anything quickly. If its specifically an issue with the speed of the movement then that might honestly just be your mouse. That's not to say there aren't other issues, I certainly want to make it possible to move doors/drawers by the player character moving rather than just the mouse. It's worth noting that the motion needed for moving some objects can vary based on what direction you're grabbing something from, but that doesn't sound like the issue here. A sensitivity slider for physics interaction is a good suggestion, I'll have to keep note of that.

No apologies needed for the essay, I love getting detailed feedback. Just don't be surprised if you get an essay in return ;)

Good luck to you as well, I'll try to get to you entry soon.

Submitted(+1)

I'm definitely happy to hear about the saves feature! 

The details you've given regarding the monster sound absolutely amazing - I loved Alien Isolation, so the idea of the monster making use of the vents and other level features to hunt me down is very exciting for me. Out of interest, on my playthrough I heard noises from the monster whilst crawling through the tunnel, were these scripted or caused by the monster actively moving towards my location ahead of the next area?

Looking forward to the next update!

Developer(+1)

The tunnel noises were scripted, I was planning to have the monster appear in the background of other areas of the level, but a number of issues building the AI prevented that. Possibly in future updates but definitely in the final planned commercial release, the monster will be able to move through the tunnels as well. I don't plan on having the monster able to dynamically dig tunnels, but it will be able to crawl through them like it does with vents for example.

Thanks, I've been working on several new mechanics and AI abilities in other projects that I'm planning to bring into the next major update. But since I'll be starting mostly from scratch (the project of this build is too messy and out of date to continue work from) that will likely be in 2022.