Amazing game! I wish there was more!
Voice acting was amazing! The jokes are great!
I think adding a jumpscare or a boss or something more terrifying would be great!
I think the movement felt a little slippery rather than snappy - although this may be the intended outcome!
Overall an amazing game, one of my favourites so far!
Play game
Premature Illumination's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment - How fun is the game overall? | #1 | 4.333 | 4.333 |
Sound Design - Was that bump in the night the perfect SFX? | #1 | 4.556 | 4.556 |
Overall | #1 | 3.889 | 3.889 |
Use of Theme - Was the theme incorporated well? | #7 | 3.444 | 3.444 |
Aesthetics - Does the game look great? | #8 | 3.556 | 3.556 |
Halloween Spirit - Some aspect fear, the supernatural or the macabre? | #10 | 3.556 | 3.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Amazing game! Wish there was more! Voice acting was amazing! Jokes are great! Adding a jumpscare or a boss - something more terrifying would be great! Also. movement felt a little slidy rather than snappy - although this may be the intended outcome!
Comments
thanks! Very glad the jokes are landing.
Yeah I do plan to have the boss fight added later on. I've continued to work on it. For the movement, it's the Bonelab -type of physics controller (hexabody). It's the type that I prefer but I'm totally open to expanding the settings to increase customization especially regarding accessibility. Would increasing movement speed (not currently possible), ensuring movement stops immediately rather than having some inertia, and increasing smooth turn rate (already adjustable) be sufficient or are you thinking of something else to increase the snappiness?
Again, really appreciate the feedback. I'm using these VR jams as a way to build up the systems that I can reuse later. It's been working out pretty well.
I do already have adjustments available at the start before you calibrate your height, and pressing the Menu button brings that menu back up. What I need to know is what type(s) of adjustments you need to be available there. I look forward to the video, maybe that will give me the info I need. Thanks again!
Easily the funniest project during the jam. Loved the voice acting, definitely see legally distinct differences between you and the unnamed Justin R ;)
I really liked how you added the unused assets at the end, way to get content across that otherwise got cut for time. Full gameplay here:
hey thanks for showing your playthrough, it helped me identify some flaws in architecture and level design that I need to fix up. For instance, you took the blue tooth so early that it wasn't quite ready. When you did trigger taking the tooth, it advanced the states to be off by one, which is why he complained about you killing Kevin before Kevin was even on screen. And so on. Very helpful for me to see those things, I appreciate it
Unfortunately the game only launches in flat screen on my Quest 3 device :(
I tried using the Oculus app as OpenXR and SteamVR.
Fascinating. I assumed Quest 3 would get full backwards compatibility with anything that launches correctly in Quest 2. Maybe I have to upgrade the Oculus Integration package. I think I'm going to have to bite the bullet and try to switch to OpenXR, but I'm just afraid that's going to break all kinds of things I don't know how to fix. Thanks for the report, and sorry you didn't get to play it. I have a video of the full gameplay, and you can activate the flat-screen emulator by pressing ENTER, and you can skip the Calibrate Height block by pressing /
This was a lot of fun to play. I loved the environment and the humor. It played fine on my Quest 2. Like others I look forward to playing additional expansions. Thanks.
FYI, I use a Quest 2 and Virtual Desktop, with SteamVR as my default OpenXR Runtime. I wasn't able to play your game, as it froze in flatscreen in the options menu. I see in the comments, you used Oculus Integration, so I'm guessing my runtime needs to be Oculus to run this?
Update: (Jan '24) Since the release of VDXR (Virtual Desktop's OpenXR alternative to SteamVR), I was able to play this game on my Quest 2 with Virtual Desktop, and can see why it won the Halloween Game Jam. Not only did you tackle lighting in so many interesting and clever ways, you backed it with voiceover, ambience and style. Well done and congratulations on a well deserved win!
All I know is it has Oculus bindings/integration and probably not OpenXR. I usually use Virtual Desktop as well, and that's never been an issue, but it definitely doesn't have anything Steam VR related. I played the build with Air Link as well as Quest Link (plugged in USB C) successfully. Hope you get to play it. Could you try Air Link?
Is this for Oculus only? Because it isn't connecting my Index to the game instance when I run it.
This was super fun and hilarious! Loved the candy corn gun! Great work!
Absolutely hilarious! I think you nailed all the gags that you were aiming for. Some of the jokes were so dumb, which it turns out to be one of my favorite types of humor. The Blue Tooth was 100% maximum dumb and funny. I also liked the direction you were taking the game. It felt just like the kind of gameplay you would expect from Trover/Rick and Morty.
It was also nice to have something to play that wasn't trying to scare me to death.
The only notes that I can really think of is that I wish it could continue and develop more. The intro was fantastic and it would have been a blast to see what else could have been put in with more time.
Thanks for a great submission Beard!
Haha - that was hilarious! Really enjoyed it, the narrative and voiceover is superb, reminds me of Trover Save the Universe :) Did you use SALSA for the lip sync & head tracking on the character? (if so, great isn't it?!)
It would be great if you could continue with this, it's so entertaining I'd love to play a full version without the Jam time constraint.
Excellent entry, brilliant self-aware script and the comedy was on point!
Yeah, Trover and Rick and Morty were the goal influences. Glad you enjoyed it. :)
I didn't use SALSA, I actually worked out a custom barebones audio spectrum solution with the help of ChatGPT. https://chat.openai.com/share/afe1086f-9bb5-4386-b468-e3c24cf16ecf
Then I just used that float with a other float as a threshold to figure out what level is talking and what level isn't. For a skeleton character, it worked well enough. If I had slower talking lines, it wouldn't look right, though.
Same with the head tracking, just worked it out with a little GPT code assistance.
Thank you for the encouragement. I do hope to complete it with the planned boss battle, and better aggro beetles, at the least. Don't know if my voice could handle recording more lines, though. It was shot after a single 20 minute recording session!
Ah, nicely done - I was almost convinced SALSA was used (https://assetstore.unity.com/packages/tools/animation/salsa-lipsync-suite-148442) but underneath, that's kinda what it does anyway, with a bit more bells & whistles.
Yeah, would be great to see a final version of this - but take a few days off first :) You need your voice, it's a great asset!
FYI forgot to list one of the main assets I used, a no-longer-available "Deep Tunnel Set" that had an enormous amount of Z-fighting that I had to resolve. I resolved probably 900 of 1000 instances of z-fighting, give or take. :)
https://assetstore.unity.com/packages/3d/environments/deep-tunnel-set-196889
This was so good! I listened to all the voice lines! So much fun! I loved the attention to detail with the skeleton! Head tracking and animations and unique voice lines for each interaction! VR jams should be 2 weeks, would love to have seen what the boss was supposed to be! I recognized whose game it was immediately on that intro scene. Just like hello fresh. lol. So good, great job!
:) Thanks very much. Yeah, getting the controls/configuration right out of the gate is important to me as I play seated and must use Snap Turn. I know people have their preferences/requirements before they can even start an experience. Very happy you enjoyed the dialogue-- I actually blew my voice out in my one-shot recording session-- couldn't speak the rest of the day!! lol Hopefully some day I can spend the time to get the boss fight sequence finished as I had originally envisioned it. I'd really like to. And get those aggro beetles behaving more sensibly, too. Thanks for noticing the attention to detail on the head tracking-- that and the volume-based jaw movement were pretty involved for sure. Thanks again, hope to join another common jam soon.
Digged the humor on this one! Having unique dialogue for shooting the skeleton was just great, and the Bluetooth bit was clever! I look forward to seeing the completed version!
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