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Normal Activities's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#984.5334.533
Overall#3823.9473.947
Creativity#5373.9563.956
Enjoyment#12363.3523.352

Ranked from 227 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Instead of haunting as the ghost, you're trying to keep your haunted house in check!

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Viewing comments 123 to 104 of 123 · Next page · Last page
Submitted(+2)

Honestly I don't know wether I'm more impressed by the game or by the fact that you managed to coordinate everyone to make it!
Really cool presentation overall, the pitch is really interesting and the gameplay is quite nice, although a bit hard. Great job everyone!

Developer(+1)

Thank you so much. I loved your game and wish you top marks in the ratings!

Submitted(+5)

Super polished, aesthetically-pleasing, & well-designed game y'all put together! I'm surprised you pulled off the miracle of coordinating everyone, to begin with. This is seriously the largest jam team I've seen. Yet, here's a top contender of the jam coming out the other end of all of that!

Also, I may have somehow won & lost at the same time by getting caught in the final hour. Kinda feels like a good spoopy superposition to end on, lol.

Developer(+4)

Yep. we just kinda uhh didn't do anything to prevent winning after losing and vice versa :D

Thank you super much, your compliments mean a lot to me

Submitted(+3)

Wow, the visuals are absolutely stunning, and I enjoyed the background track a lot! Gameplay loop is also very satisfying, though a bit too hard for me.

I think some clearer indicators would be nice, especially if haunted objects are currently on-screen, which was sometimes a little hard to tell. Also, as fun as the voice lines were, I feel like they were a little distracting and misleading at times.

Apart from that, though, a great entry with an amazing level of polish. No idea how such a large team could possibly be coordinated in such a short amount of time, well done!

Submitted(+4)

The level of poilish for this game is so high ! The graphism, the atmosphere, the music, the voice acting, everything is so satisfaying that it doesnt look like a game jam entry, really nice work !

Gameplay wise, at first i was afraid by the humans but i quickly realised that they cannot see me.

I really like this game and hope you're gonna release a full version after the jam ! 

Developer(+2)

Thank you so much! Some of us are working out some of the issues and are making a post jam version so I suppose that's good news! :)

Submitted(+2)

Amazing artstyle! Technically excellent! I think you also managed to create a special vibe, congratulations. I imgine it was a challenge to coordinate such a big Team but the result speaks for itself. Great game!

Submitted (1 edit) (+3)

What a beautiful game! Love the Luigi's Mansion's vibe!

I had to retry several times until I mastered the movement between objects without activating them. But I enjoyed every single play through.

As a solo dev on GameJams, it's hard to compete against the quality of this kind of games. But I always enjoy finding them. I'm sure you guys will continue with this idea after the jam and wish you luck!

Amazing work! Congratulations!

Developer(+2)

I actually quite liked your game :)
Solo dev for a jam must be tough but team organization has its own challenges too. I think a middle ground of 2-5 people is usually the most comfortable zone.

Submitted

Agreed :)

Submitted(+2)

Wooow so many people worked on it, impressive teamwork! Game looks visually great, very impressive guys well done

Submitted(+1)

It was a really polished game, but gonna be honest, I never got the hang of locating everything. Like, I really couldn't tell what the hunters' cone of vision was, nor where all the paranormal objects were popping up. I understand that the arrows were there to point you to offscreen objects, but whenever I approached I couldn't see anything paranormal. Maybe a minimap to show the locations of the objects & hunters would have helped? Or a much smaller level.

Submitted(+1)

A very nice game! Pretty tricky as well. The art is really cute too (and I love the stained glass window portraits; never thought I’d be seeing Saitama or Reigen in this game).

There are a few things I think could perhaps have been a bit better, though they’re mostly nitpicks:

  • The voice acting is too loud (I assume it comes from the hunters, so I feel like it should be much quieter unless you’re floating right on top of them).

  • The sound positioning is very off. If you try to locate a poltered object by the sound, it’ll send you in entirely the wrong direction. Being below an object makes it sound like it’s to your right, and being above it makes it sound like it’s to your left. That doesn’t seem intended.

  • Often when I thought I’d unpoltered an object just in time, I was still caught, even though the photo they took logically should not have a poltered object in it. The animation of taking the photo should line up with when the game decides you’re caught.

  • This one is mostly just me being silly, but at the end of the night, it says you survived, which I am quite certain was not a possibility since before the game even began.

Overall this is a really solid game, though! The production quality is through the roof on this one!

Submitted (1 edit) (+3)

Nice 3d game ! I've never seen so many people on a jam game.

Developer

Whaaaat how?? :0

Submitted(+1)

Ahaha, just activated all objects before unghost armor

Developer(+1)

That was one of the things that we didn't have time to fix lmao

Submitted (1 edit) (+3)

OMG! with a team this big you need someone full time making coffee!

Good work!

Next time you could split up in 2 competing teams..

Developer(+1)

When we were voting on the final concept we had two big ones in mind so we thought about fighting it out as The Biggest GMTK Team and Slightly Bigger GMTK Team!

Submitted (1 edit) (+2)

Super cool presentation (you have an animated icon too!). I was pretty confused with the gameplay at first. Once I understood it, I did start to have some fun avoiding the ghost hunters and trying to prevent the objects from hinting at my existence. Though it also did start feeling tedious as things went on, and that dialogue didnt really help either. Still, this game looks amazing for 48 hours and clearly has a lot of heart and though put into it!

Developer(+1)

Thanks! I loved the game you worked on as well.

The dialogue implementation didn't turn out how we wanted but there might be a post-jam version that fixes a lot of the issues and adds some more polish. 

I really hope that it turns out well in the final version! I wrote most of the voice lines and there's so many fun ones that aren't "Say Cheese!"

Submitted(+3)

wow awesome job assembling and working as such a huge team! the project management mustve been something haha. i really like the art style, good work

Submitted(+2)

Very creative idea for this jam. This is really impressive because very big team and very clean job.  Art, sounds and gameplay looking good. (Hunters' field of view can be improved.)

Submitted (1 edit) (+3)

Dang, that's a huge team! It's super impressive that you all managed to submit something even somewhat congruent. The concept is super cool and the gameplay is fun. I like having to navigate the house without accidentally haunting items.

It took me a second to figure out how the arrow indicators work, but I like how it will show you objects that are about to be haunted. I just would have suggested making it a different color from the hunter's arrows. 

The sound is really cool, but there is some inconsistency with directional stuff. The alert sound when an object gets haunted was always louder in my right ear, even if it was to the left. I think it would've been super cool to have it be fully directional. The voices were also a bit odd. I'm assuming it was the hunters saying "Say Cheese!" and all that but it was a bit weird to have that play at full volume regardless of how far the hunters were.

The visuals were epic, I love all the different assets you all were able to produce. I especially liked the stained glass windows :P

(Also, I love how the download file is called "Emergence Build" Lol)

Overall, great job and I can't wait to see the devlog for this game!

Developer(+2)

Thanks for the feedback!

We didn't have time to fully implement the dialogue/voices. If we had, it would have been more clear that the "Say Cheese!" line is actually the house itself taunting you. 😀(That's why it's a bit louder and less directional)

Developer(+1)

Waypoint arrows are actually different colors:

Blue: Object about to be haunted

Red: Haunted object

White + Icon: Hunter

I guess I should have made the differences more pronounced because people seem not to notice. Thanks for trying out the game!

Submitted(+1)

Interesting. I did notice that the hunters had icons, but I thought the arrow colors were the same as the blue.

Submitted(+2)

Crazy how large the team for this entry is lol, seems like a hard task to manage all this people working on the same project

Anyway..

The art style is very cool and clean, I really like it. Sometimes the animations of the two ghost hunters was a bit clunky. I saw them glide across the map a couple of times :].

I agree with most others on the gameplay: it could have been a bit more and it was nearly impossible to go and ‘unhaunt’ something at the other side of the map.

Submitted(+1)

It looks nice, and is fairly polished with good vibes. The gameplay leaves a lot to be desired though. As it is, you just float around and stand near objects and it feels like you don't have that much control anyway which makes the gameplay more anxiety inducing than fun. Voiceover quips are a nice touch but don't make much sense.

Also as funny as "EmergencyBuild" is, a web build should've been higher on the priorities.

Developer(+2)

Web build was very high on the priority list! We ran into a lot of technical issues with Unity when trying to build for web which we couldn't resolve until after the jam, and chose to prioritize getting the game finalized rather than dedicating resources to fixing the WebGL issues.

Submitted(+2)

I know this is a big team, but this looks awesome for a 48 hour game, the amount of effects and work that this has is amazing. Even though gameplay could have a little more, it was super fun to play!

Submitted(+1)

Wow, the amount of coordination required for such a big team in 48h must be gigantic!

Are you a whole studio doing a jam or something?

Developer (1 edit) (+2)

Mostly just a bunch of random people! Some people had worked on a team together before, but not all of us together.

Submitted(+3)

This is really impressive, especially considering how many people have to been coordinated to make this happen. The visuals are insanely good and the gameplay while pretty difficult, is engaging and fun. The game could use some sort of sprint though, because I kept losing by defusing something while having another hunted item on the far opposite side of the house. Also I noticed some sounds were way louder than others and that the 3d audio listener was placed on the player, not on the camera (or somewhere in between), which made the 3d sounds a bit weird. Still, no matter these things this is still an amazing feat and you guys did a fantastic job!

Developer(+1)

On the player or somewhere in between is totally accurate and totally my fault 😅

Thanks for the feedback!

Viewing comments 123 to 104 of 123 · Next page · Last page