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Gears Of Agony (Prototype)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #317 | 2.357 | 3.333 |
| Creativity | #478 | 2.593 | 3.667 |
| Enjoyment (Best Game) | #498 | 2.357 | 3.333 |
| Horror | #539 | 1.886 | 2.667 |
| Aesthetics | #628 | 2.121 | 3.000 |
| Sound Design | #874 | 0.707 | 1.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Godot
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Comments
I couldn't figure out how to elevate the cabin, idk if I had to do something with the pressure valves. Still, I really liked the menu animation on start, and the start where the monster slowly approaches feels very ominous! I can see the level design being quite interesting, and the monsters as well. (I love the concept of mutescares lol)
This has potential to be quite fun if you utilize and expand the mechanics correctly!
Thanks poponil! I really appreciate that you took some time to play this prototype.
There is a sign next to the entrance door, You have to turn each valve as many times as the sign says. For example, 0 is up, 1 is right, 2 is down and 3 is left. Valve 1, 2 and alyx (which corresponds to the third valve [an sort of pun related to half life franchise]).
I'm currently working on making a more 'finished prototype' but I want to restart this project from the ground, mainly because the project files and my work flow were pretty messy (considering it was my first time working with a 3D project and it was a jam game), though I have the hand of it now I want to start over clear.
I'll be sure to notify or upload a devlog whenever I have something new to show or when the new project is on production!
Ohhh makes sense, I thought the numbers were the actual value and they were not changing, I feel the numbers related to directions are kinda confusing but I believe you could make some cool mechanics and an more intuitive system!
It is confusing! It wasn't meant to use the numbers as these are the inherent values of the valves, though I'm working on a fix for that to just tell you up, down, left or right for the valve codes!
This seems like a really neat idea! I would really like to see this be fleshed out into a full game!
Thank you! I'm planning into mostly finishing it out and updating it for next week's Friday! (24/10)
Hallo! I know I've said I would polish it further by friday 24 (which, in a sorta way I did). But I hadn't published anything new as there are still lacking features and such. I'll be posting a more detailed update on the project on a devlog (which I just remember I can do).
Thanks for letting me know, I am looking forward to it!
This is an interesting protype, no sounds is a shame but I think I managed to complete what there was of it. After the you get the cog in from the tube the pressurization fails and you die? Pro tip next time in Godot is to use materials with triplanar uv mapping turned on: https://docs.godotengine.org/en/stable/classes/class_basematerial3d.html#class-b... that way you can get textures on all these models without unwrapping them, applying some materials would really improve things I can tell just from this bit you're someone capable of making games but modeling ALL of the environment is huge task. Best of luck though looks cool.
Thanks a lot for taking the time to try out the prototype and leave a review! your feedback is neat and I'll surely use the godot resource on materials!
After you obtain the cog, you must put it in the cabin pressure system, it should be right to the door if you look towards the camera system (which btw I should increase the light of the camera system)
And I'm learning a lot about sound design but time really did a number on me when making GOA, if I had an extra day at least the core mechanics would have been complete and some noises added
Again, thanks a lot! and I'm planning on completing or at least make it playable and polished enough this next week, so you could check next week for any updates!
Omg such a cool prototype!!