Really sick work, love that black sliding transition between scenes. Great work with the hitboxes on the spikes, felt very accurate. I can tell you tested the jump and movement feel a lot - it’s floaty but not too much. Great work!
LGWV
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Thanks for checking it out! One of my additions I’ll be adding after voting is a few minigames and some unique behavior between different daemons. Stuff like spam popups, terminal bugs, and a text based choose-your-own adventure. Hopefully some unique stuff like that will help it stand away from work lol
Thanks for the feedback! Looking back I definitely should have prioritized the full terminal history and maybe had some kind of popup alert regarding copying and pasting (CTRL+C and CTRL+V). The music is definitely a bit rough lol. I built out the spotify window and the song in the last hour before submitting, so that is very rushed.
Thanks for checking it out!
Great work! Always have respect for puzzle additional, as I am horrible at building them. The tileset switch with doors opening and closing was an interesting way of getting past the navigation issue. It does cost some lag, but I’m honestly unsure of more performant ways of getting it done (I’m also quite bad).
Nice work!
No worries, exporting can be a complicated part of the process and is something that is often forgotten till the end. Looking forward to trying it out.
In the future, you’ll usually get a lot more eyes with a web build (and they can be pretty easy to export for most 2d games). To do that, you’ll export the project into a new folder as a HTML build, you then have to compress those files to a zip, and upload to itch. There are a few good vids about it as well - https://www.youtube.com/watch?v=RiQcnVgBhFE
Thanks for the reminder!
I love the environmental and ambient horror this game has. It exudes charm. Runs great and has a lot of polish with the settings and game pad options. That crawling thing was a great model too. I do wish its attack animation was a bit further away from the camera, as its a little hard to tell what happens when you die.
The possession mechanic is very well built! I love the color shift and noise when possessing a doll.
I can definitely see the comparison to the old slenderman game, with some added mechanics like the possession. Nice work!
Thanks for checking it out! I grappled on adding a right click menu for awhile, as it is just a button toggle. I just wasn’t a fan of the look of the menu, and allowing it in the terminal. If I had more time, I would have liked building my own context menu tbh.
The theme connection is mainly the idea of haunted computer systems, and the idea of dispelling them similar to how we would viruses. I tried to merge famous viruses or types of viruses with stuff like demons to get that across, plus the Vatican IT idea lol.
Impressive! I enjoyed the weapon switching and ammo mechanics. The idea of switching your movement on the fly by changing stuff like friction is really interesting and is a mechanic that I think could be really interesting if expanded on. Nice work, and the AI haunting angle is interesting - but I would have loved to see it expanded on a little bit more.
Great job!
Glad you had fun! Capturing that “Slack terror” was definitely a goal of mine, so I’m happy it came across lol. I’ll definitely think about adding more hints to the tutorial if I revisit this—I wanted to help players get past that first learning curve without taking away too much of the discovery process. Thanks for the feedback!
it was good! The lights were done well and mechanics worked well, especially for one of your first jams. There are always places to improve on in jam games, buts it’s all about finding the mid ground between content and polish, which I think you understood. Honestly, that’s the best lesson to learn early on and I’m looking forward to seeing your future stuff too. When it comes to improvement, I’d say that’s mainly just variety in gameplay, mechanics, etc. Think enemies, puzzles, etc
- I really love the title screen. Huge fan of the pixel art, the clouds, rain, font, etc. Very well done.
- It’s cool to see a difficulty slider, I don’t know if I’ve ever seen a jam entry with that. I also like how it seems to effect the darkness rather than just adding a ton of enemies.
- Art style in game is another standout. The fire when you burn the painting with the particles is especially really good.
- It did take me a few tries to realize you could jump on the window and go over the ghost.
Nice work! Would have loved to see a little more content, but for a first GWJ this is stellar!
Nice work! I’m a big fan of the tank controls and static camera, it itches that retro horror game part of my brain. I’m also a big fan of how sounds change in volume / pitch depending on how far away they are from the camera (unsure if that’s a normal part of 3d godot, haven’t touched it yet)
I do wish there was a setting with volume sliders, as some elements of sound (footsteps) were a lot louder than the background music / ambience.
Nice work! Always love seeing 3d entries for jams like this.
I like the point and click style and grid movement. I could definitely see an interesting horror game with mechanics like that, similar to how res evil would limit your movement with tank controls in order to make encounters more tense. The mechanics of lighting torches to protect / guide your path is also well done.
I wish there was a little more use of the haunted theme, and I think some more interaction with lighting the torches would go a long way.
Nice work!
I work more on the data side myself, but am constantly dealing with cloud services, so it’s definitely a simplified / fantasy version of work lol.
Multiple tabs is definitely something I want to play with. One of my primary ideas is actually to make the windows resizable and draggable, as it’ll also let me play with spam pop ups during the tense segments. Maybe I should make it so that when you first discover intranet pages, they become added to a bookmark bar at the top of the window. Keeps the “discovery” aspect but makes it easier to return to.
Thanks for checking it out!
Thanks for checking it out! The learning curve can be a little weird, but generally speaking:
- Read slack messages from Michael. These typically provide the server you are trying to connect to.
- Go to the firefox intranet and search for ‘Inputs’. This will provide a list of terminal inputs.
- Go to the terminal and use these inputs. For instance, we need to initially connect to the haunted server, so we will have to use vpn connect [source], where we replace [source] with the server we are trying to connect to, like sanctum. So we would want vpn connect sanctum
From there, you run the npm install command (listed in the Inputs page), test commands listed in the ‘Inputs’ intranet page, cross reference the results with the Daemons intranet page, then we can locate and exorcise the demons with the data we’ve found.
Hope you give it another shot!
Tried this out right before voting opened, came back to give feedback:
- There is a lot of charm and effort here! A surprising amount of ambience too.
- I really love the 3d art style and texture work. I said it in the discord, but for some reason, I really like the floor textures.
- Minigames are well done.
Early on, I was a little lost on what to do, but figured it out soon enough. A small hud piece with something like reminders might have helped, but I may also just be bad. Nice work!
Wasn’t able to get the web version to start, but the windows download started without issue.
- The main menu is really strong and sets a great mood. Great art choice, great music, and great programing of the intro.
- Some text clipping happened in the later parts of the intro reel -
- I might just be bad, but I wish the collision boxes of the spikes / player were a little more forgiving. Something to look into for stuff like this might be a shadow that follows directly under the player, giving them a hint to where they will land.
Nice work! There is a lot of charm to this
It was great getting to watch your progress on discord during the jam, glad I was able to find it! It’s like an alter origin story of the pixar lamp. Overall, worked well on my side with some minor bugs
- the text into and dialogue UI had some minor issues with higher resolutions (1440p). Still totally playable, just minor displacement.
- Lack of diagonal movement made some encounters tricky
Great art style!
Yeah storing an array of previous commands was one of those QoL things that got pushed repeatedly to the side, similar to audio (I built the little spotify thing in the last hour, including music lol). Definitely a good idea on the ambiance, buzz, etc though.
Protip on the typing side - most things can be selected and copy/pasted with CTRL+C and CTRL+V
There seems to be some bugs regarding the game over screen (opens when you click the settings button for instance), but other than that, not bad at all for a first entry! My first GWJ was farrr worse lol.
As a note, you might want to look into the project’s window settings and the camera nodes for your next jam. It can help prevent weird window issues with different resolutions.
Great work as always - art is always a stand out. Camera speed definitely seems to be a bit more powerful than stuff like battery, which I only needed to upgrade ~2 times. I feel like this game really shows your skill in crafting a game loop, which you can see in your previous jams too. 1 time use abilities would have been an interesting addition, maybe gained from certain captures. Nice work!