Just tried it and I think you've got a cool concept!
Null Builds
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I'm glad someone is still doing light-gun style games! This reminds me quite a bit of the on-rails Resident Evil games for the Wii. The backgrounds are great and I like the variety of enemies and items you were able to add. I was a bit confused why two different humanoid enemies would have different weakpoints since I came across one that seemed to take more damage from chest shots and one from headshots. I think some kind of visual cue could help with that. Still, really fun experience!
FYI - The game tried to launch with SteamVR and gave me an error that my headset wasn't connected. SteamVR doesn't normally popup for me unless a game tries to run in VR mode so there might be a setting in your project that needs to get disabled.
Thanks for playing! The Jak and Daxter games are some of my favorite and the attack was inspired by Jak's spin kick!
Yeah, I thought I had fixed that issue with the bells but I'll need to tweak it more. I have collision areas that trigger the camera overrides and was having trouble positioning the sphere collider for the bell minigame to cover all the bells without extending too far that it snagged the camera as you walked past. I'll add that to my list of post-jam fixes.
I like how unsettling the room designs were like how after going up the stairs you can't see the hallway you just came from below you. It makes the facility feel like it's changing or alive. The whole experience reminded me of Amnesia a Machine for Pigs with the impossible scale and theming. There were a couple lines from the TTS I couldn't quite make out so you might want to add subtitles for sythesized voices like that but I think I still got all the important parts. Great work!
This is extremely good, let alone for a first game. I love the creativity of the concept and it is was executed really well. I couldn't quite figure out how to capture the doll but I still had a ton of fun playing to the last day. Really the only criticism I have is that without checkpoints, the target score for each day feels a bit too high and discouraged me from wanting to replay the game to capture the doll. That doesn't take away from this being a great experience though, well done!
I really like the vector art style you went for! I don't see that style very often which is a shame. I didn't quite understand the different monster behavior on my first playthrough but I figured it out on the second. I like the tension you were able to create having to turn your back to the monsters. The audio queues were also very clear and I felt like they were pretty well balanced. Solid work!
The limited field of view and the flickering of the flashlight really made this feel stressful in a good way! I played the web version and I don't believe I experienced any bugs (definitely none of the ones others mentioned here); although, I wasn't able to complete the game. The time to walk back to where you last died and try another path was just a bit too long for me to stick with it past a few playthroughs but I really like what you were going for. I think you've got a great atmosphere here, great work!
I like the creativity and that the visuals are so different from what I typically see in jams! I couldn't quite figure out what I needed to do though. I reloaded a few times but couldn't find which ghost was F. Do I need to connect a MIDI input to play or are the MIDI numbers in the menu just for education? Regardless, this was very interesting and feels a bit like an interactive art exhibit and I mean that in the best way possible!
This was really clever! The artwork is great and I love that unsettling droning in the background. I was thoroughly hooked into the story and even though I knew where it was probably going to go, I was really curious how it was going to get there and it didn't disappoint! Really the only criticism I have is that I would have loved a full screen option to see the game a bit closer and without the white background. Zooming the page fixed that though so it's a very minor issue. I'd be really interested if you ever wanted to expand the concept with more characters.
This is an extremely underrated entry! The atmosphere is terrifying, the monster design is great, and I feel like it was just about the right length too. The level of polish you achieved in such a short time is also incredible. Enemy AI tends to be weaker in jam games but yours felt balanced and I didn't encounter any issues with it. The only criticism I have is I wish there was a mouse sensitivity option but that's it. Outstanding work!
The concept of a bowling game with rouge-lite elements is really interesting and I thought it was clever how the game gets easier the worse you are by the pins moving closer. Unfortunately, I had a lot of trouble aiming the ball. Several times, the ball left with a lot less force than I expected or went in a direction I wasn't expecting. I found that I needed to turn my character sideways to get it to go straight. I think this may have something to do with the angle I hold my mouse at and might mean it's inconsistent depending on who plays. Maybe adding some bias to make the ball go straight or aiming the camera down a bit to see it swing would help. Other than that, I think you've got a really promising concept here and I hope it's successful if you decide to develop it further!
My family used to collect those miniature Halloween buildings so it's cool to see the concept in a game! The art and atmosphere were great and I love the day night cycle. Like someone else said, the menus cutoff the bottoms of the larger buildings when placing them which make them hard to line up but just moving the pivot to the bottom would help a ton with that. With more time, I'd love to see more variety of buildings but what you completed is really impressive for a jam! This was really fun!
Back with another jam game using two of your tracks! https://null-builds.itch.io/specterrier
I'm glad you liked it!
I wanted to try composing my own music and even picked out some patches that sounded like something from Rare but ran out of time and had to fall back to finding a pre-made track. I couldn't find anything on short notice that quite matched Rare's style so I just went with something spooky.
I really liked this one. I was locking every door behind me trying to predict what would happen. One suggestion would be to have grab be the default option instead of use. I kept accidentally dialing the phone and toggling the flashlight instead of picking them up. Other than that, really solid work!
The atmosphere is incredible and I love that despite the limited time you were able to work in a decently long story with progression! One thing that did confuse me a bit was that some questions seemed to count toward different emotions than I expected or would count in the opposite direction. I still managed to get decently far (or maybe won, I'm not entirely sure) so it wasn't a big issue. Great work!
I really enjoyed the panic your game created! I found myself completing days with just a few seconds to spare each time. I also really liked the art style and the sampled speech for your characters. In the key and pig puzzles, I thought I needed to click to do something at first which confused me some but I eventually figured it out. Might be worth some more on-screen instructions for those but otherwise great game!
You've got a really interesting idea here! The procedural generation never made anything impossible to reach in my runs and the train felt consistent so your generation seems to working great! Some of the jumps, like between train cars, felt a little awkward since something was blocking the jump from the start but it was still enjoyable!
I like the tension you create trying to complete everything in time and the art is also really nice! Admittedly, I had to lookup the combinations of 1234 since I kept forgetting which ones I tried. Depending on what you're going for, adding a list of what combinations the player tried, a list of possible combinations, reducing the number of digits, or putting a hint somewhere in the background could all be different ways to maybe help with players that can't keep track of that many combinations. Regardless, the horror of the unknown is a refreshingly different take this was a fun submission!
I love how the characters are drawn in such a cute style but with unsettling expressions and black eyes. Right from the start of the game it makes you feel uneasy! Like some others said, the camera and flashlight made the upstairs sections a bit hard to navigate; although, I did appreciate the key items being highlighted even in the dark. Something you might consider is putting the south walls in a different collision layer so the player can't move through them but the camera can to prevent it from getting too squashed against the wall. I still really enjoyed the creepiness of the game and the fact that you were able to get voice acting done in a jam game!
Thanks so much!
I originally planned for the game to take place in a haunted house shared by monsters. Your ball had knocked over the laundry hamper so the other monsters were going to make you pick up the socks before you could unlock different areas of the house. I had to dramatically cut back on the scope and find a new excuse for why the player was collecting socks.
The humor on point and the art is really well done! With a lot of point and click games, it can be hard to tell what's actually interactable from the background but you did a really good job of making them clear despite having a limited palette. I like that you kept the rooms and the house layout small so it doesn't take long to jump back in and try something else. If you had more time, it would be cool to have an in-game ending count/map similar to what the Henry Stickmin collection does but that's more convenience than anything else. Well done!
Thanks for playing! The rhyme took me longer than I'd like to admit haha
That's really interesting that the camera got locked for you, thanks for letting me know! I thought the other comments about the camera angle being too low were from me needing to refine where I set the focal point but it makes even more sense now if the camera has been getting stuck in the closeup mode where it looks down. I added a note to the jam page about that and will see if I can fix it post-jam.
It's wild to think that in the span of 7 days, 1000 new games were designed, developed, and released all at the same time from all over the world and for just about every genre. The amount of creativity (and stress) required to make this happen not just every year for scream jam but for the dozens of other jams as well is insane. I hope that everyone enjoyed themselves and got plenty of sleep once the crunch ended (I know I'm still catching up)!
If you're interested in playing a retro 3D platformer, I'm always welcome to feedback https://null-builds.itch.io/specterrier
The atmosphere is fantastic and I love the music. It reminds me a ton of the music from the swamp level of Sly 1. I haven't played any survivors-likes that utilized vehicle mechanics for the player and it was a refreshing twist. The controls felt a bit unwieldly at first but it didn't take too long to understand them. I'm not sure if it was just the end of the game or a bug but enemies stopped spawning after a couple minutes. I explored the level but couldn't find anything else around and no orbs to collect. Regardless, I think you've got a great foundation here if you wanted to keep building on it post-jam.
I managed to get the good, bad, and neutral endings and I enjoyed what I played quite a bit! Like others said, the intro is very cool and I like how you give a status icon to show if you're on the right track. I also appreciate that you don't force the player through a cutscene so they can quickly retry the game and try other outcomes. One thing I was confused about was the orb. Since you can use it multiple times, it seems like it negates a lot the other choices that balance sanity drops with mood drops. Other than that, I liked the mystery you created and was reminded of games like Spirits of Xanadu.
Thanks for playing, and congrats on getting all 6!
So the funny thing is I did a tech demo re-recreating a scene from Banjo-Kazooie a few days before the jam with vertex lighting that looked much closer to what you'd see in a Rare game. I attempted to do the same here but I realized too late into the jam that I had set the base light level too high (I had base lighting completely off in the tech demo) and the terrain vertex density too low vertex lighting to work properly even though vertex lighting is enabled. The gold material on the bells and keys is also using a 32x32 reflection map similar to what Mario 64 used but I didn't UV map their models and the default coordinates are causing the map to get too distorted to see the details.





