Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Exceptional skills on display, as usual from JG. The AAA-style menu and camera programming is unlike anything one sees on the game jam scene. The character models and animations also need to be isolated for praise. For so many devs, it's such a daunting task in and of itself during the limited nine-day timespan to get a basic game loop done, that one rarely sees this type of third-person environmental exploration with fully functional models. It's just a one-man army.

I do concur however that the gameplay was a bit bland for me. Usually need more of an incentive to overcome the more head-scratching parts of the level design puzzles, but it wasn't established enough what the overarching reason was to surmount them.

Not sure if it was by intention (to help overcome the aforementioned blocks), but the camera clips through the walls.


Nonetheless, any time I see a solo John Gabriel game on the submission list, it's a must-play to see how far the envelope has been pushed in the Godot Wild Jam. Excellent work as always.

(+1)

Thank you for your kind words! The camera wasn't intentional, per se - it was more of an oversight, and by the time I realised how much of a problem it was, there wasn't enough time to properly fix it. I tried simply adding a raycast that would prevent any geometry from getting between the camera and the player, but the results were pretty janky.

And yes, story - and, indeed, gameplay - were a bit light on this one. That's the result of focusing too much on learning new things in 3D, but nonetheless, I'm really happy to have learned what I did. Thanks for playing!