Impressive work for such large team to be managed in such a short time! The results is proof of the great management, and the strength of all the individual team members! As others mentionned the difficulty is a bit high but it's a common thing in game jams!
Congrats to everyone!
Play game
Normal Activities's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #98 | 4.533 | 4.533 |
Overall | #382 | 3.947 | 3.947 |
Creativity | #537 | 3.956 | 3.956 |
Enjoyment | #1236 | 3.352 | 3.352 |
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?
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?
We created the vast majority of the music during the game jam
Comments
An awesome game, expectable from such a large team of good devs! Love the fact that you see the picture taken on a game over. Predictable top 100 entry!
The sheer size of the team is amazing! Great job on making an almost Steam ready game!
This is great. I have no idea how you managed such a huge team for a 48h jam, though !!!!
Amazing submission! Everything is so polished and smooth, a pleasure to see and play!
Especially the sound desing is fantastic. I love how musics, sounds and voice lines are so consistent and work so well altogether! It's so good that the game results extremely immersive, I was completely hooked by the athmosphere.
After a couple of try I manage to win the game, ignoring hunters and going straight to fixing fornitures, avoiding to hit other suff along the path. Waiting untill morning was a little tedious and repetitive. I think that this part could be improved, maybe adding some variety to the gamplay like different imputs to fix objects or the ability to interact with hunters in some way.
Overall the game is awsome, can't wait to see some crazy devlogs about it XD
Very interesting implementation of the theme. The game feels very polished and looks damn good. But what I would be most interested in is what you would say about this experiment in retrospect. I mean organizing 24 people in such a short span of time is not an easy task. Would you want to do it again, or is it worth staying in smaller teams?
Otherwise, I found some sound effects very confusing. They seem to play randomly to me, but i think i just don't get it. Also, the collider wasn't big enough to repair objects. It happened that I had to reposition myself very often, which is why I didn't know exactly what to do at the beginning of the game.
Finally, I have to say that I love the art style and the music is also great. You definitely deserve my respect, especially for organizing 24 people. Great work!
The game is fun to play! Looks polished and the art is really good:D
Also I love the hunters walking animation
Good polished game, though I feel the hitbox on unpoltergeisting items could be bigger
Love the idea and good use of the theme.
The difficult curve ramps too quickly for my liking.
Interesting decision to balance move fast through out level without poltering environment. Promotes good knowledge and mastery.
Like the catch phrases and ambience.
Great job everyone!
Very nice, incredible how much was possible on such a short time. But I think there are a lot missed opportunities. I would have made a more step by step first level, with so you can introduce the player to the mechanics.
Also maybe different mechanics, as the Game Loop seems very simple and repetitive.
So, a great presentation, but seems there was more effort on the music, sounds and effects, than the main Game Loop.
Yeah, I kind of feel the same. It took a really long time until we had a playable gameplay loop from start to finish, largely due to the organizational effort of getting everything together from the programming team. That made it tricky to really develop the gameplay into something more unique and varied, or to make the tutorial we wanted to make (at least we managed to make the tutorial interactive but that was done in a few hours on the last day).
Believe me, there was just as much effort to get the game loop going as there was for making assets but it was tough to bring everything together and the NPC AI kept acting up well into day 2, making it basically unplayable for a really long time. I suppose this is an interesting learning out of this: With art, it's easier for people to kind of work side by side on assets whereas code is more interconnected and it can be tough to bring it together with so many people working in different places and timezones, handing stuff over to each other and having to connect things into one gameplay loop. From a project management perspective, code is also harder to get an overview on since you can't just look at a script and tell at a glance how well it's going.
Overall, I'm really quite happy with how it ended up but yeah especially early on there were certainly some major challenges on the tech-side that held us back.
Outstanding game! For a game made in a weekend, it's unbelievable that it was of this quality. Great job to the team!
This game looks like it was made to be released, it turned out unbelievably pretty looking.
A deep and complex gamefeel makes it a game worth playing more than once for sure, and its incredibly stylish. Gets me in the mood for halloween!
Amazing job to the team, you guys really knocked it out of the park. Definitely seems like a top ten contender to me.
I feel like introducing the second photographer later on would have helped ease us into the experience, in addition to reducing the number of spooky objects at once. All in all the gameplay felt a bit confusing but the visual presentation is top notch. I especially love the picture being taken and shown to you at the end.
A really neat concept but actually found it quite tricky. Super impressive for a weekend of effort though, I wonder how much having a big team actually helped? I can't imagine the chaos
‹’’›(Ͼ˳Ͽ)‹’’›
It definitely helped in a lot of ways but it was very chaotic and had many unique challenges, to say the least. 😅 Part of the challenge is making a “small” game that utilizes the time and expertise of the entire team. Another challenge is just like communication, coordination, avoiding duplication of work, etc.
It was a very interesting experiment and honestly was a little less crazy than I had imagined it would be. Also very cool to get to work with a ton of new people!
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