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A jam submission

Close EncountersView game page

Save your species from aliens out for human blood
Submitted by eight-b-six — 2 days, 9 hours before the deadline
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Close Encounters's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#53.6794.286
Presentation#54.1694.857
Creativity#54.1694.857
Story#73.5564.143
Gameplay#83.5564.143
Theme#113.6794.286
Horror#122.9433.429

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you choose to implement the Theme: Thirst for Blood in your game?
Alien creatures are invading earth out of thirst for human blood

Did you implement any of the optional Bonus Challenges, and if so, which ones?
Life Drain - player has a gun that allows to drain blood from other creatures
Out for Blood - player's blood is shared in a pool and can be transfered at any time between health and ammo

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Comments

Submitted

I'm digging the alien aesthetics, with the neon HUD, the Silent Hill-esque graphics, the shooting is responsive despite the tanky enemies, but the platforming isn't that great with how precise you have to be to make some of those jumps. It become kind of frustrating to make those exact jumps multiple times in a row. That being said, it has potential! It's weird and that's amazing.

Submitted

Introduction was pretty good. Not every day you play as a hobo with blood-charging alien pistol. I was a bit disappointed that this demo was so short, but still what we got is pretty good. Really dig the HUD. Reminded me of MGS Portable. Still, I have some complaints:

  • Switching gun modes is simply unintuitive. Just make R and F buttons transferring blood either to health pool or to gun. When you come up to bodies use R and F to increase health of ammo respectively. There is no need for extra blood juggle in midst of a fight.
  • I spend most of the demo trying to jump on platforms. Make jumping longer or dunno, make space between platforms less? Just go read on how to make a good 2d/3d platform game. It's gonna be really important if any intention to keep platforming in game will persist.
  • Worms are too thin and tankie to be reliably taken down from a distance with just 15 bullets. I spend like 10 of them trying to take down one, and I will have to refill my gun before I will take on other worm.

I can see the potential even for a cheap commercial run, as long as game will not be frustrating and upkeep the humor in its plot.

Submitted(+1)

Very cool game and aesthetic! What engine was this?

Developer

Thanks! I made it in Godot 4

Submitted(+1)

This was really good! I really enjoyed it! I really hope you're able to finsihs it!

Developer(+1)

Thanks!

Jam HostSubmitted(+1)

The aesthetic for this game is amazing. It really achieved the effect of a PS1 game. All you would have needed is poor texture mapping and it would have been indistinguishable to a game from that era. The jumping part of this game was bad. Maybe that's a callback to its roots, but I just felt it was worse than the dream sequences from Max Payne. Reloading is slow, and as a consequence the whole blood mechanic was tedious. I do appreciate that this was a rather unique take for this jam. Fully realized, it would have made for the perfect game.

Jam HostSubmitted(+1)

Per my son, "The story presentation creativity was amazing. The theme was pretty good. It wasn't very scary at all, sorry. And gameplay was pretty good except for one thing: you can't see things very far away. I'm not going to say that you are going to die alone."

Submitted(+1)

Great overall game with several successess. Love the "homeless" character look, the PS style, the abduction and tutorial. Great fit for this jam. Kudos.

Submitted(+2)

This is such a cool concept and nice execution, and a really well-made tutorial area! I agree with Animatey that the platforming was a little harder than necessary, but ultimately this is such a cool concept with a really good art style.

Submitted(+2)

This is super creative. I was hooked from the beginning. The controls were pretty intuitive, but the platforming was hard for me.