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I think what this submission lacked in the modifier it made up for on the so bad its good side. The dubstep whenever you crouch, the non-animated enemies who float in the air when you die, horrid level design and draw distance are all great touches.

The two things that to me stand out as falling under the retro modifier are the low draw distance and the zooming out and spinning of the camera when you die, all you'd really need on top of that is for there to be a really echo-y death scream ala Metal Gear Solid. The sound effects for the jumping, walking and some enemy attacks were some nice little flourishes.

From a certain perspective I can certainly say that this game is the most immersive with the removal of any HUD or menu whatsoever.

Also I have to congratulate you for learning UE4 and blender for the first time, as someone who has used blender since they were in elementary it's always nice to see people pick it up for fun.

Overall, good job man!

Thanks and I'm glad if you enjoyed the game for what it was! An MGS style death sound might have been fun, but hard to do with BFXR (which I use for sounds, but if I make more games in styles like these, I will need alternatives).

I've been liking HUD-less games ever since Mirror's Edge, if not earlier, but I think they're hard to do properly. I think this one would have certainly benefitted from some more information if it hadn't been for this particular jam!

Oh, it's not my first UE4 game, though I'm still learning a ton when it comes to the engine and spend a lot of time just figuring out how to do things, but I did use skeletal meshes and animations for the first time I think. I did have to learn Blender, but it actually seems pretty good for rigging and animating!

Thanks!