Thank you Ernesto for Entering the Mansion and your kind words!
We uses some quality PSX assets from itch.io content creators. So all credits goes to them regarding those assets! :)
Hey Lucky Laszlo thank you for Entering the Mansion! It’s great to hear that you enjoyed your time with it and particular liked the Winning Screen ;)
As other mentioned also, the item pickup is particular awkward and annoying and breaks the immersion… it was a late addition and we didn’t thought it through enough :/
The bug you mentioned another player had also.. it seems like we didn’t prevent the player from entering while transition between rooms.. that was an oversight :p
Anyways, thank you for playing and your valuable feedback. Much appreciated!
Hey Clockwork Chaos, thank you for Entering the Mansion and your valuable feedback!
You’re absolutely right about the Inventory and the pickup logic. Other players also mentioned that it threw them of as it breaks immersion.. so yeah that was a late addition and it wasn’t thought out very well. I guess not opening the inventory and just show a text that something was picked up would be better. The idea behind it was that we wanted to add some kind of Tetris like inventory mini-game but that fell flat because of not enough time at the end :/
Well the range combat idea is to shoot the stagger zones that are marked with the red cross and if you hit enough of them, like around 4 times, she would shoo away and you would have some breathing room to move away. At least that was the thinking of it, wondering what happened to your game session there..
Anyways, big thanks for giving it a try and your feedback. Much appreciated!
Hey JD Nation, thank you for Entering the Mansion and your kind words, great to hear you had fun with it!
And yes, you’re absolutely right about the Inventory, it’s kind of awkward that it opens and stops the game play, that was a last minute addition and not very thought out :P - I thing retical or the logic behind sometimes does not notice if something gets out of focus .. thus staying red :/
And yes, it absolutely needs more sounds as that’s the one big thing missing, besides more content ;)
Thank you so much for playing and your feedback!
Thank you BonedudeGameStudios for Entering the Mansion!
Yeah I really wanted to have these Door transitions as I really liked them in Resident Evil ;) And you’re right, the Range Combat is quite basic dude to limited time we couldn’t expand on it as we also wanted to add close range / melee combat where the Monster jumps on you and you had to defend yourselves through smashing some buttons like in a mortal combat game :)
And yes, the Inventory is also quite basic and has a couple issues, one is like you said that it opens up and breaks the game flow. We initially wanted to add some kind of Inventory management / Tetris game, where you had to place the items best fitting into the Inventory as they would have different sizes / shapes and it would be like a little Tetris inventory mini game all while you’re being hunted … but die time constraint also screwed us over here :P
Big thanks for recording and putting it on youtube!
Thank’s WretchedLink for Entering the Mansion! :)
Yeah there is a Settings Screen with all the Controls on it and it is available when you press F1 but it’s not visible as it was before… it is still active and reachable via F1, also mouse sensitivity, but the Info that there is a Settings menu is unfortunately hidden through a bug introduced right before release… :/
I feel you and Godot is a very nice choice too! I also like to build stuff from scratch even tho using Godot as a framework for all the stuff that is boring to build and you just want to start building a game and not an engine ;)
Well what I’m particular interested in is, is like how do you build the map, plan out the puzzles, like how did you map out all the possible gravity changes, that would be quite a challenge to get it right. And furthermore how did you get the “grid controller -> Player” be able to work in all 3 dimensions so nicely. Did you use some form of grid based movement or “just” position snapping with animations in between and some raycast checks if the player is able to move in one specific direction?
Okay I played were I was left ofd and it un-stuck me, which was very nice. Then I tried to solve the level but got stuck as I had some trouble with the orientation and where to go or what to do. But still loving the gravity flip mechanics. I guess with a little more orientational help, like a 3d map (little cube built out of smaller cubes from the actual near-by surroundings in one edge of the view) it could add to the sense of space! :)
Quite a nice looking game. Entering the combat was a little awkward and could be done automatically.. like when getting in range or so. I like the combat and the boarding afterwards. The “dungeon” part looks quite well and has a doom look to it, which is nice. I was missing strafing tho and had now ’effin clue how to exit the boarded ship even tho I had collected quite some treasures.. so I exploded :(
Wow, winner right here! Absolutely love the eerie atmosphere. The music and visuals are top-notch. I got quite some doom vibes from it. I really like the gravity change part and that the scene reacts to it. That’s quite some clever puzzle mechanics and so well done. I didn’t manage to finish as I somehow bugged out a gravity change switch as I activated it by accident through a wall and got stuck :( (some place on the outside if that helps) - But it’s a very nice game. When Steam?
I’m quite interested in how you build the movement and gravity systems and did you use Unity or Godot? Are you willing to share some technical insights, maybe a postmortem devlog, that would be awesome?
Wow, absolutely love the atmosphere! The music is top-notch, the narrating is hilarious the movement feels very smooth and I absolutely love the free-aim combat and auto-ducking mechanic. - I was thinking of doing the same for our game. Nice to see someone did it and it feels quite nice! -
I didn’t finished as I was wanked by three dudes while peeking around a corner. That was a little hard to peek around a corner and wank them. But overall a really nice game!
Chicken… [chicken]? Well at first I was like wtf.. what’s going on and then I moved about and boom landed within the Dungeon. I spammed the Keyboard (the Movement is really awkward and too damn slow! ;) a lot to get to the first Encounter.. a Roster blocked my way. He was very stronk… took half my Health.. the little Bastard! He got a nice spanking tho… then I found a room with a Door and a Key… evaded al the Cocks and opened the Door and then was greeted with another Cock in my way and that fellow showed me the Way out :(
Overall a nice little game! It would have been better with snappier movement and some combat feedback tho ;)
I had the chance and play it early and it came a long why and that even tho Lutz didn’t want to join the Jam in the first place! ;) For that it’s even more impressive what you’ve got here!
I really like the old school style / visuals and the funny talks when you move through the dungeon. The auto-combat is also well done and quick! I found like 2 secrets but didn’t manage to find the “exit” ;/
It’s a very nice game and very impressive that you did it in C for Amiga. Do you still have some real Amiga hardware to try it on, would be nice to see it running there :)?
Thank you wolfheat for Entering the Mansion!
Yes, I agree the Inventory UI is kind of clunky. We used a Godot Addon for it and hat trouble getting it were we wanted it and time was not on our side :P
You’re right about the range combat. There is no visual feedback if you hit one of the stagger zones, except the zone will be removed immediately but that’s not to obvious. We hadn’t had enough time to polish at the end, otherwise we would have added some sounds and particle effects which would made it more clear :)
2k is quite nice!
Thank you for playing!
Hey CryptRat thank you for Entering the Mansion! ;)
That’s a lot of $$ you’ve got out there, and yeah it was on purpose that some of the Paintings have negative value ;)
Triggering combat and ending both at the same time is definitely a bug. The enemy shouldn’t get a hold of one while leaving :P
Thank you for playing!
Hey, I wanted to let you know that we used your assets in our DCJam2025 submission which you can find right here https://impmja.itch.io/enter-the-mansion
Thank you for making such great assets and putting them on itch!
Hey, I wanted to let you know that we used your asset in our DCJam2025 submission which you can find right here https://impmja.itch.io/enter-the-mansion
Thank you for making such great assets and putting them on itch!
Hey, I wanted to let you know that we used one of your assets (The Doll) in our DCJam2025 submission as our main “Enemy” which you can find right here https://impmja.itch.io/enter-the-mansion
We used quite some Mixamo animations but struggled at first getting them working with the model. At the end it worked out fine and we wrote a little Tutorial for it which might be helpful for others, so here it is: https://9to5grind.dev/posts/bringing-mixamo-animations-to-life-in-godot/
Thank you for making such great assets and putting them on itch!
Hey, I wanted to let you know that we used your assets (Chicken) in our DCJam2025 submission which you can find right here https://impmja.itch.io/enter-the-mansion
We struggled at first to get them into Godot but managed to find a way as we really wanted to use them as they fitted our vision very much. We couldn’t use all of them as we wanted, as the time frame of the Jam was to short, but maybe we expand on the game idea and add some more rooms and dungeons :)
Thank you for making such great assets and putting them on itch!
Hey, I wanted to let you know that we used your assets (Chicken) in our DCJam2025 submission which you can find right here https://impmja.itch.io/enter-the-mansion
Thank you for making such great assets and putting them on itch!
Very nice looking game. I really like the esthetics and animations. Spin is a core mechanic and feels rather well. I like that you have to evade the attacks by moving back and forth and also that the game quadrants do different attacks. Also the bullet-hell like upgrade system is quite cool.
I didn’t manage to kill the first boss but came really close. In the end it god rather hectic as the small minions spawn and I didn’t know how to counter them, so they spanked my a** :P
Overall a nice and game you have there. A Job well done!
I really like the esthetics of the game. Cool choice of music. I spanked four of the Bosses, Artemis was the first one that wasn’t as easy as the other once. Cool player skills and Boss variety. Would love to have some audio feedbacks of getting hit or dealing damage.
Overall cool little game. A Job well done!
Spinning is right in the DNA of this game. Customizing the character is a very nice tough. I like that you have a fleshed out story even though the text was sometimes quite hard to read because of the chosen font.
The boss fight was quite intense even though I didnt manage to kill the first boss but came close. The mechanics are interesting that you have to charge up or you die. I failed to charge up a couple times and the game “reset” but the boss health didn’t so I was a little confused. Do one has multiple lives?
Oh the sound was sometimes broken up and sounded strange.
But overall quite some cool esthetics. A job well done!