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A jam submission

Moody Nights - Crim's First GameJamView game page

Submitted by Crim — 6 hours, 29 minutes before the deadline
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Moody Nights - Crim's First GameJam's itch.io page

Results

CriteriaRankScore*Raw Score
Art/Graphics#15.0005.000
Originality#23.0003.000
Audio#33.0003.000
Fun#42.0002.000
Theme#52.0002.000

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

How does this game follow the theme of the game jam?
Not sure if it's enough to count, but both player and enemies implement state machines, and ghost behaviors differ depending on type. Yellow ghosts also implement splines and traverse along them. Reds don't appear until nearby enemies are dead. I did try using ChatGPT to generate ideas, but ultimately didn't use them and allowed the game develop organically as I got ideas.

Please list all participating members including discord IDs
Crim#5947

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Comments

Host

Very cool game! The way you've utilized the models and shading to create a dark atmospheric game was excellent. Here are some things I think you can improve upon.

  • Consider adding a short story at the beginning of the game to explain to improve immersion. Why is the player collecting ghosts? What are the differences between all the colors?
  • Ghosts are a bit hard to find. Consider adding slight hints to make them easier to find.
  • Camera sensitivity can be an issue for players with high DPI. Adding clamping can be a quick and straightforward way to provide a consistent experience. Not an issue for the game dev as the player can also be at fault for using a high DPI, but something to consider in your games.
Developer (1 edit)

Thanks for the feedback!

Yeah, fine-tuning the camera wasn't something I had gotten around to yet. By the time I got the core of the game working (for the most part), I realized I still had the UI to do, and UI was not something I'd had the chance to work with yet in Unity. It was a pleasant surprise to see it was mostly HMTL/CSS based, but still a little bit of a learning curve. I actually had to skip ahead in the ZTM game dev course to get it done, so it's sort of a partially hobbled-together statemachine as I picked and pulled what I needed to get it done.

And since I hadn't learned UI yet (or making cut scenes), story wasn't a huge focus for me in development. I do see this potentially becoming a small part of a larger game, maybe, but there is only so much new stuff one can learn in such a short amount of time. I did try playing around with the particles system a bit too to try to make the ghosts stand out more, but I couldn't get an effect I was happy with, so abandoned the idea in favour of what I could do in the time allotted me :)