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A jam submission

The Other ResidentView game page

Living in someone else's home has never been this dangerous
Submitted by Pallid_Masque — 8 hours, 24 minutes before the deadline
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The Other Resident's itch.io page

Results

CriteriaRankScore*Raw Score
Fear Factor#202.7283.125
Visual Design#363.2733.750
Pacing#422.6193.000
Audio Design#492.7283.125
Overall Impression – This Decides the Winners#592.5102.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Additional info
There are a few known issues with the "Save/Load Game" mechanic. Right now, the save system doesn't reload objects correctly- so if you die, you do have to start a new game.

I did my best with optimization, but I may recommend lowering the graphics settings to high or medium (this can be done in the main menu or in the in-game menu)

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Comments

Submitted

Very nice. Sadly I couldn't find third piece of food. It was pretty hard to navigate on my RTX 3050 Ti in less than 30 FPS. The door opening mechanic is very annoying as everybody already said. And hearing my own footsteps for a couple of seconds behind after I already stopped kept me on edge haha.

Submitted(+1)

Something about the game just made me scared af right from the start, something about the empty house, my own footsteps and the creaky wood sounds of the house made me really uncomfortable. I think this feeling was elevated by me being an intruder in the place and seeing so many potential hiding spots haha so good job on creating such a creepy atmosphere. I wasn't sold right away about the character wanting to investigate right after hearing the answering machine message but that's okay.

I liked the idea of the manual door opening mechanic but sadly it was a bit janky, with some fixes this could be a great source of tension and scares. I like the environment even if it is slightly too big for my taste, sometimes less could be more but I get that the owner is rich and stuff. Good job on the game though! very well done!

Submitted(+1)

I legit loved the concept! Well done for coming up with that! I loved the color of the lights, and how everything has a color banded look! I found the creepy guy to be so hard to avoid and hard to notice, he was a really silent killer so I would get jump scared really easily. Probably overlooked but I saw the model of the guy and the victim T posing on top of the house after they appeared. That was really funny!

Good job!

Submitted(+1)

Visually very pleasing to look at. The house, the greenhouse inside it, and the color palette of the plants, together with the overall scenery, create a wonderful setting with a lot of potential. The footstep sounds on different surfaces are a small but great detail that, in my opinion, really adds to the immersion — something that’s often overlooked. The hiding mechanics work solidly, even if a bit abrupt at times. The only thing that slightly threw me off was the door-opening mechanic — it felt a bit odd at first. But after a few doors, you get the hang of it and it’s fine. All in all, a solid game and, considering the time frame, a really beautiful one too.

Submitted(+1)

Amazing style, I love it! I think you have a lot of potential for a steam release. but! 

1. Opening the doors is inconvenient for me, you can make a setting with a choice of the method of interaction.

2. Optimization, I seem to have a stable 60, but there are very strong fps drawdowns at times.

3. This is a debug build, so errors and other information are displayed in the upper-left corner.

I hope to see you in the future in steam!

Developer

Hey thanks for playing! I'm glad you enjoyed it.

Yea for some reason it kept packaging in debug mode regardless of my project/packaging settings (could have been a bug with unreal or maybe a setting I missed). Game optimization is definitely a skill I've been trying to learn- I'm glad you had stable fps for most of the experience.

Having differently door interaction as a setting is such a great idea- we liked the idea of the draggable doors (mostly so you could peek through cracks in the door), but I love the idea of giving players that option. 

Submitted(+1)

If you want to give the player the opportunity to peek through a crack in the door, I've come across such mechanics in games.:

For the first interaction, the door opens quite a bit (the same crack), for the second it opens completely (well, or already with the body of the character)

I'll be glad if any of this gives you some cool ideas!

Developer (1 edit)

There are a few known issues with the "Save/Load Game" mechanic. Right now, the save system doesn't reload objects correctly- so if you die, you do have to start a new game.

I did my best with optimization, but I may recommend lowering the graphics settings to high or medium (this can be done in the main menu or in the in-game menu)