Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

AirlockView game page

A short puzzle game released for Indieformer Game Jam!
Submitted by LowKeyDev — 1 day, 6 hours before the deadline
Add to collection

Play messed-up piece of...

Airlock's itch.io page

Results

CriteriaRankScore*Raw Score
Sound Design#3681.1671.750
Gameplay#3761.5002.250
Innovation#4021.3332.000
Fun Factor#4051.1671.750
Theme Integration#4051.3332.000
Overall#4161.2501.875
Art#4221.0001.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game bring our theme, The Error is the Feature, to life?
A. Wall clipping
B. X-Ray hacks at the touch of a button

Did you work in a team? If so, link their itch profiles.
https://l4zerr.itch.io/

Did you include a fake publisher splash screen at the start of your game?

Yes

Did you use the Audius API in your game?

No

If AI was used in your game, let us know how you used it.
ASPCAI Certified
No AI was harmed in the making of this game.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit)

The concept is interesting to visually polish a bit but it would be better I know time didn't allow it but I hope it's updated, please rate my game too if you can, thanks.

Submitted

I think the premise is neat. But visually, I found this game really difficult to look it. The colours and sense of space felt quite disorienting. I was confused what I was looking at when I started playing. Once I understood the controls and grappling mechanic, it felt better. But I still found navigating the environment and the gravity confusing.

Also it was a bit hard to push the M key to bring up the X ray when I was moving using WASD and looking with the mouse.

Developer

Navigation is meant to be part of the game. I didn't focus on testing the level design specifically because I want players to find their own creative (for lack of a better word) way through. M is meant to be difficult to reach so that using X-ray is reserved for more advance players. If you don't use X-ray your runs will be slower, but you'll have more clarity on the level layout and navigation (besides the red areas turn invisible too). Once you've mastered moving and navigating, then you can use the X-ray to optimise and add challenge at your own pace.

As for colors, I didn't mean for the game to be hard to look at in that way. Do you have any recomendations to improve the color scheme? Preferably something fairly intuitive, such as red for danger. I can also increase or decrease the emission settings.

Submitted

That's fair enough.

On the colours, I find they're highly saturated. They feel bright and flat. The environment lacks contrast, so I found it difficult to distinguish the different planes. When I first played the game, I thought it was 2D for about a minute until I realised I was navigating a 3D environment.

I would recommend bringing the brightness of the colours down and creating harder edges on the walls and floors. Shadows can help as well, but I don't know if that's within your scope. 

Developer (1 edit) (+1)

Yeah, I kinda agree. I'll look into the saturation values and improving the lighting. Edge highlights are a good idea but I think it's outside of Blender's capabilities. The lighting was a bit rushed, so if I get to it I'll try to improve that.

Thanks so much for the feedback!

Developer

Hold that thought...

Submitted

It might just be me being dumb but I can't find where to go or quite figure out the control. I was trying to follow the blue cubes but the paths seem to be blocked by red hazards. And I don't know how to do the wall-clipping despite the description mentioning it. I would recommend a little more hint of direction in the level design and I would definitely try again with a little more guidance.

Developer

I was thinking about making some sort of tutorial, but ran out of time. Wall clipping is done by using X-ray mode and grappling to a hold point that is behind a wall. Your WASD movement is not able to clip through walls. Be careful while using X-ray though, as hazards turn invisible with the rest of the level, and there is a malevolent bot that will chase you through the last two levels.

To clarify, WASD is relative to your looking direction. If you're looking straight down, then W is down and S is up. Vice versa, if you're looking up, then W is up and S is down.