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An Invocation of the Refunctional's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #16 | 3.857 | 3.857 |
Enjoyment (Best Game) | #59 | 2.643 | 2.643 |
Story | #67 | 2.143 | 2.143 |
Sound Design | #71 | 2.429 | 2.429 |
Horror | #89 | 2.071 | 2.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
movement was cool once i got the hang of it, and the atmosphere was nice. i like the player character's design. i wasn't really sure where to go or what to do tho
It looks like you manage to put a lot of system in this game but I didn't understand how to use the gun and where to go at some point, so I guess this needs some better tutorials ?
There is a how to play section in the pause menu, it's the same menu as opening the inventory.
There should probably be some prompt that asks you to open it when the game begins automatically, you are right.
Thanks for the comment.
wow you really captured the essence of fixed camera angles! A lot of cool systems already in place and beautiful lighting too, and thank you for Mac version!
Thank you :D
Glad to know the mac version works.
I love the vibes and art style, but unfortunately could not figure out how to pick up the first key into the inventory. No matter what I pressed or clicked, it didn't budge. Camera angles are pretty neat!
You can drag and drop items with the left mouse button. Hope that helps :D
The inventory key was too far from WASD setup. I never learned how to fire a gun before I met the first enemy. so I died in the inventory menu
There is a button remapping feature, you can rebind it to something you find more comfortable.
I like sounds, but camera angles were uncomfortable to navigate sometimes :)
Yeah, some angles are a bit scuffed, with the time we had it was not possible to iron those out with playtesting unfortunately, we barely finished it in the last few hours.
Thank you for playing.
Awesome entry!
It's not so spooky, but still very enjoyable to play.
Items that you chose fit really well - oil, battery, guns, and floppy disc for saving.
Artstyle and sound are making the game even more enjoyable!
You did a great job!
Hope you can check out our game too :D
PS: As for me the fixed camera makes it very interesting and "like a movie" vibe. Perhaps a small adjustment - but its a good feature!
Thank you :D
I'm glad at least some people appreciate the camera style.
I was expecting a lot of backlash for that.
I will definitely check out your game.
Great work with all assets! Did you guys churn out all of these meshes during the week? Impressive!
I had a little trouble with equipping stuff. Got very much owned by some skeletons!
Had trouble with fixed camera, the angles felt pretty random and I lost sense of orientation often.
Thank you for playing :D
Some of the angles could be chosen better, you are right. We had to rush some of the areas, so some locales feel a bit disorientating, especially the street I think.
I love the title and cover image for this game. Their style brought back some memories. Also like the setup you have with the setting here and the coloring
I'm glad you enjoyed it.
Thank you for playing. :)
I'm not a fan of fixed camera controls. I feel I wouldn't have minded it as much if the camera was maybe zoomed in more and tracked the player. Speaking of controls, I would have much rather the movement direction be based on the camera orientation (e.g. w is forward relative to the camera) instead of having to steer side to side.
The global footsteps got to be annoying pretty quickly.
The art is really cool and so is the level design. Even though I dislike the fixed camera, because it feels bad to control, it was cool in some areas to have the tilted or low angle cameras.
The combat was a bit simple, but its fine for a horror game where you might want the player to be vulnerable. I kind of lost my way part way through the game and kept back tracking to places I had already been so I eventually gave up; the camera changing orientation didn't help with my mental mapping.
Even with all the issues I mentioned, the map is still visually pleasing, the music pleasant, the gameplay interactive and the overall experience was enjoyable.
Thanks for the comment,
you are right, the sound for the footsteps of the robot could have been mixed better and could have used some more pitch variation or something.
I actually tried to get 3d sound going but wasn't successful and with the limit on time I didn't want to spend all it researching that stuff.
As for the fixed camera, I guess it's just a preference thing, I get that not everyone will like the style of presentation, but at the same time, that was the idea from the very beginning for us, to make an old school, survival horror game, inspired by RE1 - 3. So making an alternative control scheme was simply just not something we were interested in to begin with.
The controls and fixed camera remind me of late 90's PC games โ very nostalgic and atmospheric. Some of the paths are a little difficult to find though.
Absolutely agree, I knew this was an issue and I tried to do something about it with the lanterns that show you where you can go, it's not much but it's what we had time for. UX for this was really rushed since we were short on time cause of the scope of the game, it's an area that could definitely be improved.