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(+1)

It’s a great start. I enjoyed the voice acting, and the ability to skip dialog on my second try. However, I always get lost in these labyrinths and didn’t get far here. In general, the guard sounds made sense to me in communicating their position. The wall sound felt too unresponsive and would overlap when triggered twice. I’d love for those to get tightened up and panned accordingly. The biggest missing thing for me were footstep sounds. Haptics for the gamepad would be a nice touch too. Nice work!

Thank you for the feedback! I initially had footstep sounds for the player, but once I implemented the horizontal and vertical sound cues for guards, it felt like a blender of noise so I pulled the footsteps. I do wish I would have just used 3D sound scape for footsteps of the player and the guards instead of trying to indicate their position like I did. 
And I didn't even consider haptic feedback. This would have been great for walking into walls and even feeling your own footsteps. Definitely taking this into consideration. 

(5 edits)

Check this one out: https://itch.io/jam/no-video-jam/rate/736066

This is from a similar jam that I organized during lockdown. The submission is a stealth game that the community found very successful. You made something that I would have made back then. (Now I make abstract things with synths on purpose.) The sound in Unwanted Passengers, on the other hand, is very diegetic. So that’s a good instinct to try to consider the physicality of it. If you want to stick with the synths, then you might just tighten the release to get them snappier, and then trigger them whenever the guard steps. It will sound pretty cool no matter what.