It seems like parts like barrels in double-barreled shotguns have wrong pivots (other probably too) making it not possible to correctly animate reload.
kiberptah
Creator of
Recent community posts
I was waiting, turning back and forth for 10 minutes at least, thinking it is amazing concept that really test your nerves, counting seconds felt stressful and eerie.
Then I noticed that I had to press "sit" on the log =|
What followed after was questionably balanced fight that I had to replay 10 times killing the eeriness.
Other then that, game feels and looks quite good, good concept.
Unless you use specific materials that Unity supports, (this being Principled BSDF node, image node and Material Output in blender) materials and textures are not linked on import and textures need to be assigned to materials. Your models are named computer1-8, but your materials are named defaultMat 1-7 and textures are named MachineTexture1-8. At the same time computer1 material is defaultMat7 (not 1), computer2 materials is defaultMat (not defaultMa 2), etc. While not impossible, it was quite annoying to match them.
Good visuals, but how am I as a first time player supposed to decide between 3 different art styles? Couldn't you just... pick one?
Sound work is not very good, but what really stands out is horribly loud beeps between dialogue in the EVA section.
Also overall pacing of the dialogues is very stretched and boring. Too many obvious stuff said out loud and such.
It is not obvious at all that there's gun on the floor. I walked away half the station before character "noticed" it. And when I came back I did not see gun at all, just some darkness on the floor with quest marker. Might have as well put it on the crate in the first place and painted it something brighter, it's sci fi anyway.
And airlock towards the nuclear reactor looks EXACTLY like solid wall just in front of it. Even with quest marker it is not obvious where to go.
As of horror, game is not scary, especially when you start shooting dozens of worms. Some suspense instead of that would be much better. Like, having a gun but nothing to shoot at -- but feeling danger can lurk behind any corner, with some sounds here and there...
I understand that this is jam game, but things that are good (overall consistency and visuals, even provided it is assets) are good even outside jam context, and things that are bad would not take too much time and effort to do better...
I gave a game another shot to actually check how wrong I am and I would like to clarify my original issues with sounds. It seems for after playing on risky-loud volume and with concentration that game does not position sound effects depending on monster position to the camera (left/right), or it does so very very very poorly (I am not entirely sure cause some sfx are definitely stereo).
I just don't get it. Game has strict 90 degrees rotations and when monster is coming from the left (I sat a lot in the beginning where there's probably definitely only one of them) I just hear sound in the center. I mean I do hear that some sfx are stereo, but they are not positioned in space. Maybe it was an oversight in the development, like enabling 2d/3d property for the sound emitter? (i'm not familiar with it is done in godot).
About sounds: I can hear them, but they are not representative about monster position or if that's monster/ambient at all. They are very subtle. I think in horror game sounds themself should be MORE informative then visual reinforcement (recorder indicators). The only issue that could be present on my end is mental, in that case feel free to ignore my feedback.
I think I died multiple times without even understanding why, just after rotating from computer closer to the end. I think it's better for a horror game to be easier then too hard. Especially in that genre (I could argue that some horror games benefit from being hard, like SCP:CB). Ideally, I think, first time player fails monster should give very audible clue and give player ~3 seconds to react.
My friend who is an indie horror junky was of similar opinion to mine after playing.
Great and interactable, but I have one suggestion: making colored buttons separate materials so it would be easier to change colors. I think it is quite specifically important for buttons because it is quite often I think that in game you need buttons to be literally the same but with different colors sometimes, especially in modern indie horrors :)
Other then that great asset as usual.
One thing I noticed about lamps is that lit versions have Emission texture linked but not base texture which in unity causes them to just be white (both need to be linked to the material). It might be some issue with how Unity processes materials (I know it is very limited compatibility with blender and I don't know blender much), but I thought you should at lease know :)
Why add good sounds design at all if you can just slap a microphone in a game, you know?
After my experience I also checked ManlyBadassHero playthrough in case I was missing something and he told it took him 6 hours to beat the game.
But I am glad that we have such skilled Gamers as you among us, makes me feel safe and sleep well at night.
Very poorly balanced, attacks are too frequent, sounds are too quiet (why recorder hear things and I don't hear almost anything from monster, so I just need to trust visual indicator instead of sounds design IN A HORROR GAME wtf), it's too easy too lose even before opening doors and after couple of tries game is not scary at all, just annoying.
I love Gordon and artstyle though.
Models look great and I love that bow has stretching deformation, but you need to level up your work ethic. Upon importing in unity models do not have their materials linked and scales are messed up. Also some models have garbage like light sources and camera in their hierarchy.
These things are easily fixable and there are info about how online.
You will only benefit as a professional if you learn how to make things you sell "just work". We just have 3 popular 3D engines, you can probably figure out how to make 3d models work natively in them in an hour or two and be set for life.






















