Play game
Vision of Death's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #2 | 4.778 | 4.778 |
Overall | #3 | 4.333 | 4.333 |
Use of Prompt | #4 | 4.556 | 4.556 |
Sound | #4 | 4.111 | 4.111 |
Engagement | #4 | 3.889 | 3.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
The fact this was done in a week was positively INSANE. I genuinely shouted "NO!" When the game ended on a cliffhanger. Love the use of the static camera angles, giving the game a serious 90's PC adventure vibe. The models, animations, and dialogue are incredibly charming, and the puzzle made me physically write down the answer on paper, which is something I feel like we've lost in games nowadays. Besides a few big fixes, the only thing id want to see is MORE! Great work!
Well rest assured I absolutely am going to be expanding on this into a more finished product!
man i loved this, from the writing to the character design to those wonderfully playful camera angles it really felt like a mini-grim fandango type deal. Please keep workin on it, i'd love more!
Thanks! I definitely took this as a chance to dive into the cinematic side of Unity/learn some sequencing techniques.
If we were able to give a standing ovation, we would. The whole team voice acted this game as we played through, excellently done! Francois did manage to soft-lock us once towards the end, there (was he the true villain after all?). We're on the edge of our seats for the next installment of Ribbet Luddington!
Thank you! I really hoped that anyone playing would want to play some voices for all the characters in their heads while playing, but awesome to hear you guys gave yourselves n entire voice acted experience!
I played through the game before I saw what the prompt was. Needless to say: lmao.
Such good character models, and I loved how you started playing with the camera angles in the second half. It was starting to give me that late 90's Playstation vibe. Also, the hallway shot from the side when exploring the hospital kept reminding me of SNES/PSX Clock Tower.
I had a little trouble figuring out what was and wasn't interactable. The area where you input the pin, I basically found by accident when I happened to catch a sliver of it floating off to the void. I'm not sure if the camera placement to make it obtuse was intentional, but playing in the moment it felt unintentional. I'd also recommend lowering the typewriter sound. Trust, I love a good menu sound, but from my laptop speakers, it felt a bit too loud and grating. Sound mixing is a tricky art in general, though.
But who is this mysterious character at the end!? Will the good detective engage in chase? Fisticuffs? High jump challenge? I eagerly await the conclusion.
The secret hallway to the keypad was actually me just trying to evoke some of the really simple ways older Paper Mario games played with space, i.e. the secret hallway was actually always accessible, just hidden behind an inconspicuous file cabinet! But it's good to know that it didn't necessarily come through that way and I do wanna figure out how to improve on that.
Oh! I get what you mean. I think this is one of those things where you might want to ease players into thinking that way. I haven't played TTYD (my only PM experience) in a while now, but I think there's a lot of soft/obvious examples of playing with space before they get really serious with it - but by then you're conditioned to look out for those more extreme cases.
Love the character models! Story went a lot darker than I expected, but it was a lot of fun.