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A jam submission

Operation: RenfieldView game page

Experience blood-pumping Dractical action!
Submitted by QueenLilac, TheDeersigner, Loran_Dev, GibbonAudio — 23 hours, 39 minutes before the deadline
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Play Operation: Renfield

Operation: Renfield's itch.io page

Results

CriteriaRankScore*Raw Score
Ultimate Impression (this decides the winners)#13.9473.947
Visual Design#14.4744.474
Audio Design#14.3684.368
Humor#182.4742.474

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

Though but really fun!!! I love the art style and level design! Also the ps1 icon thumbnail *chefs kiss* 

Submitted(+2)

This was fantastic! The level design and visuals were incredible! I love when levels feel real rather than just game levels. I think with as much atmosphere as you put into the game it's really incredible! The audio design is also a super highlight, I was pretty amazed at how complex and understandable the sound was, like when an enemy spots you, or when you're at low health and Renfield starts to breathe heavier and heavier. Y'all understand how sound design is supposed to be done, where it teaches you a bunch about what's going on in game.
Y'all also packed a ton in gameplay-wise. I was pretty amazed with the level of detail and quality that y'all had 3 levels filled with fanciness. I especially liked the last level, the design of it was amazing and really made you feel the finality of the game. The music also helped a bunch, a pretty grand sound track to go with the game helped it feel complete.

I think the game is really good and the mechanic of getting blood is great, it forces the player to stealthily kill enemies first then suck up their blood as they go through. The use of the gun can either headshot the enemies in an instant which feels really good, or body shot them to get them to attack and bring them closer. The knife as a close quarters combat tool for striking an unaware opponent coming around the corner was really cool and helped me stay good on ammo. I liked that there were multiple ways to fire the gun. The AI for your enemies was also amazing, I don't know if you were working off previous code or not but you nailed it! I also loved the enemy design, having templar knights with guns is really funny and really cool. I also loved the siren light fellows, the cages with the skeletons on their backs was also a pretty cool design.
I think these aspects were amazing, I do have a few criticisms though.

I think especially in the last level there's a tough conflict between whether the game wants you to stealth snipe from afar or come in closer to battle the enemies. I think the blood mechanic is already a great way to get the player to move forward so it was a little bit of a surprise to me when I'd lock onto enemies and fire only to miss because my gun recoiled. I can understand why this is since it encourages the player to interact with the enemies closer rather than cower at the top of the stairs but it felt a little tough when I'd fire a bunch in semi mode only to miss more than if I did automatic.
Getting in close with enemies is also a tough thing, it makes sense that you want the player to be shooting from afar since it would just turn into a hack and slash but the knife is a little rough with how easy it is to miss. It seems the hitbox follows the knife animation perfectly which is a good thing, but the hitbox is so small that even when trying to stealth kill someone from behind I might miss, or when I get ready to shank someone coming around the corner it feels like my plan backfired completely when they dodge just a little. The dodging part around the corners could be the excellent AI tho, so if it is disregard that statement because them dodging is a good thing.
I think running is a little too punishing as of now, the game wants you to go through and run to collect blood but running disables pretty much every option you have. I understand not wanted to allow goofy strafe running, but it could be cool instead to have a side step dodge while running. This keeps the momentum of moving fast without screwing up the running forward idea, it also allows the player to move forward and dodge easily behind a wall while coming up to the shooting knights. I understand why the gun is disabled during running but I think the knife should still have some sort of interaction with running, even if it's something as simple as a shank forward that has a longer cool down it keeps better momentum and the player doesn't need to slow down just to try and stab the enemy. I also don't think it would conflict too much with the gunplay and stealth, I think if a running shank had a longer cooldown it would encourage players to stealthily take out enemies before leaving one last enemy alive to strike. Something else about the running is I was also a little caught off guard cause I tend to hold shift a lot out of habit and when I pressed back I started running forward. You could also do something with this like a back dash to get into cover fast.

This might be a bit of a bug but sometimes after running, I tried to use the scope on the gun and it wouldn't register since I clicked right click during the animation. I think this could be fixed by a simple timer check after pressing right click. This is forgivable tho since in a lot of my games I sometimes don't account for the player making their next action while they're still in a different move.

I think overall this was a fantastic entry! I think I was able to write so much because there's so much cool stuff that you all have in your game. This was amazing to see for a game jam because it's pretty much a whole game, all there is to do now is add a little polish to what is pretty much already completely polished. I loved the theming too, encountering Dracula at the end was super cool and he probably enjoyed munching on my blood and the blood gained from the previous dead knights.

Submitted(+1)

Okay its worth the hype ! love it

Submitted(+1)

Okay its worth the hype ! love it

Submitted(+2)

The level of execution quality is insane for a game jam. Great job!

Developer(+1)

Thank you! Our team definitely put our all into this game and it makes me happy to see that it paid off! <3

Submitted(+2)

I really liked the EV light transmitting cage carrying enemy type

Submitted (1 edit) (+2)

Excellent work here. This is a super solid game. Visuals and sound design are on point as well as game feel. You have a solid dev team and product on your hands here! Great job guys! I love it. (EDIT: I think this will be the winner)

Developer

Thank you! It was definitely a team effort, and I'm glad playing to each of our strengths allowed us to create something greater than the sum of its parts and (hopefully) in reach of the podium! :3

Submitted (2 edits) (+2)

Virus total 10/10 https://www.virustotal.com/gui/file/ef795dc0d19486e6b7af6b387a6052408dcb2f366bbc036a96864d3ab81b34cf

What about game:

My experience: The game is very interesting, it has its own style and interesting gameplay. When I saw the vampire theme, I immediately remembered the classic Bloodrain that I played in my youth. I love ultrakill, I’ve played various boomer shooters and many other things. I would really like the game to take on something from Dishonored.

Minuses: I came out at a moment in the maze - I found the golden key and died because there was no blood left in me. Also, the center of the maze was unlit, so I was lost for a long time because I could not physically see the passage. (there’s really nothing to see) I also don’t really like the fact that the camera depends on shift - I would like to reduce this effect.

Positive: A shooter is always interesting, especially with a bit of stealth. In the first location, I ran around with my fists and beat everyone in a row, with much fun. I really like that enemies die from oneshot. In the second location, it was no longer so easy to run out and beat everyone with your fists. Much enemies with low hp = Much fun (Still easy - but still hard) Second enemy design is soo great! The mechanics I really used were vampire vision and Q/E, waiting for enemies and hitting them to save ammo.

The impression of the game remained and I would return to it.

Overall, thanks for this game!

Submitted(+2)

Saw the words "Dractical Action" and instantly knew this game was going to be #1

Submitted(+2)

Super fun game! Stealth FPS that plays almost like a puzzle game; Analyzing each room to determine in what order I should shoot each enemy so as to not alert others so I can conserve my super limited ammo. Insanely impressive game to put together in the time frame! I had a lot of fun playing this and chatting with the devs while playing. Once I realized how you're supposed to play (NOT going in guns-a-blazin') the game really started to click for me. The mechanic of having to constantly drink blood to force the player to keep them moving through the map in a timely manner is also such a good concept that I'm surprised I haven't seen done before.


Streamed the game here at this timestamp:
https://www.twitch.tv/videos/2719176439?t=03h20m54s

Developer

I'm glad you liked it, and it was SUPER cool to watch you experience the game in real time!!!

Submitted(+2)

This game is Amazing it has me hooked, I WILL BEAT THE GAME WITH ALL 3 MODIFIERS

Developer(+1)

Godspeed! If you're the first to have vid proof of it then I'll give ya a shoutout on the itch page once I can update it again!

Good luck!

Submitted(+2)

Sick game. Loved the level design of the levels. Really packed a lot in for 12 days. The first time I died it jumpscared me lol.

Developer

Thank you for the compliment on the Level design. I will forever be a student, but this really humbles me and reminds me that I am applying what I learn. It was really fun watching your play through of the game!

-Deersigner

Submitted(+2)

Nice fps game also if I often found myself running around punching enemies, either to get more blood or because I ran out of ammo! It made some moments pretty chaotic and fun.

Submitted(+2)

I love the soundtrack and the gunplay feels really good too, only thing i think could be better is the color palette, sometimes its little inconsistent but besides that it was really good.

Submitted(+2)

So good!! 
The blood mechanic keeps the gameplay fresh, it's got a lot of replayability, and the level design is really well done !

Congrats :D ! 

Developer

Thank you so much for the compliments about the level design. While I will forever be a student of structure and design. This reminds me I am retaining what I learn and improving each time.