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A jam submission

Return on this Day - PrologueView game page

Return on this Day is a 3D, 3rd person, fixed camera survival horror game about solving puzzles and evading monsters
Submitted by rendawn777 — 2 hours, 2 minutes before the deadline
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Return on this Day - Prologue's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#2334.0004.000
Cleverness#2824.0004.000
Playability#8043.0003.000
Artistic Style#9703.0003.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Great jam entry, really loved the design and would love to see this be developed further to be a standalone game sometime. I like the influences, espeically the horror parts

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Tell us about your game!
WASD:

Move



M (hold left click to sprint):

Change Movement Mode:

There are two movement modes. Camera relative and tank controls. In camera relative mode, the character will move in relation to the camera (example: pressing ‘D’ will cause the character to move towards the right side of the screen)

In tank control mode, the character will move in relation to the direction the character is facing (Example: if the player is facing towards the camera and the player presses ‘D’, the character will turn towards *his* right but the *player’s* left.



E:

Used to interact with doors, computers, and objects



G:

Used to activate and deactivate the Geiger Counter



V:

Development use only: Switch Camera Mode



Inventory:​

To use an item, open your inventory, click the item you want to use, and press "USE"

Power Terminal:
To allocate power resources at the power terminal in the security office, click the RED or GREEN button on the mini-map

Extra Notes
To be able to create a 3D game in under 500-mb, the world the player experiences is all pre-rendered, save for a handful of objects that are rendered live (like the player, doors, and monster).

The scenes were rendered in UE4’s Cinematic mode, and then the stills of these scenes are cast onto invisible green screens in the play area.

You can actually see this for yourself! If you press ‘v’ while in game, camera control is given to the player, and you can see the green screen (blue in this case)

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Comments

you made a really good game considering it's your first time. keep it up, bro. looking forward to the main game  ;- )

~E.E~

Submitted

The visuals are very interesting xD

I understand the approach though the execution with the controls is a not quite right yet, its close for what you are trying to accomplish. Main thing that seems to have is that when the camera perspective changes and i release and press an input button again, its applied input to the character has changed. Dont know if its done on purpose to avoid players holding one button and going back and forth between camera perspective, but yeah, feels odd. Definitely a hard game design element to get right.

Tip, the Yes/No buttons could have looked more like actual buttons, missed that the first few times.

The alchemy portion of the theme is only really present in the main objective.
Though the combination themes is definitely a big ask to get right in regards to game design.

Also, you uploaded a non-shipping build, which increases your package size due to some editor/debugging functionality being added into the build.

Overall, interesting concept and gameplay, good job (did not encounter any game breaking bugs, though the monster did kill me through a closed door once)

Developer (2 edits) (+1)

I can’t tell you how long I spent trying to reduce the package size 😂. That’s very good to know!

I also appreciate the feedback on the character controller; it’s hard to get it right. But yeah, that was intentional. The idea was that players wouldn’t immediately start walking the wrong direction when the perspective changed. Pressing ‘M’ toggles tanks controls, which is more consistent, but more difficult to get used to. I tried getting a feel for how some other games had done it, but there’s a reason it’s not used very often anymore.

And I also initially had some more in-depth interpretations of the game jam theme, but I had to make a lot of cuts to get something out in time. It’s my first game jam, so I’m just happy that it’s here and it’s playable. So thanks again! :)

No game breaking bugs, hard to understand where monster can and can't go. Most mechanics are easy to understand and plot development is interesting. I will definitely wait for the full release of the game