Download the demo to see what was made for (and during) the jam! Paywalled download is a game made for a jam last year.
Peer Future Games
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Very interesting experience held back by its unintuitive design, some performance issues, and blocking gameplay branches. After using the elevator and then jumping off the top level (accidentally, I was trying to explore a vent), I couldn't recall the elevator. I think this held me back? I was also unable to get into the vent in the closet off the admin room, so I couldn't explore that path. Besides the hacking tool and the womb room, I didn't find any keycards to advance my progress. Perhaps using the hacking tool to get into the admin room was the wrong choice, but it's not clear. At least half a dozen times the game would stutter for 30 seconds or more - twice during combat - which was pretty frustrating. Overall, I would love to come back to this if the performance issues were cleaned up and a few more hints about where to go sprinkled throughout, but as it stands I don't plan on finishing it.
Really enjoyed the vibe. Wasn't able to progress after getting the 1st image aligned and submitted. I hit submit, the submit button greyed out, but I didn't get any email updates and wasn't able to interact with the upstairs dials any more. Not sure what I'm missing, but the lack of lighting and occasional performance stutters didn't help. P.S. Loved the intro video, what a chaotic sensation. Nice work.
Hello, I would like to create a derelict secondary location for a previous project, Mother, May I Keep It?. This derelict would provide clues as to the origin of the extremophile alien species featured in that encounter. I would add the derelict to that project page and submit the project. Would that be acceptable?
Some notes about the alien species: Nicknamed "snow bunnies", they live in the asteroid belt, protected from the cold void of space by the star system's heliosphere. They have electromagnetic abilities that allow them to absorb all visible light, appearing as black voids in a shroud of gas and dust which they manipulate with EM fields. They are curious, playful, and extremely dangerous. The derelict would have been already ransacked by them, but there is a sole survivor who maybe, just maybe, made a new friend..
I hope this is acceptable, I do feel it would add a lot to my project and fit the requirements.
Cheers!
I know it's real close to the deadline to be asking this, but how are you bringing the tension and fear factor to tabletop for your entry? I have a lot of content fleshed out for my entry (which is VERY far from formatted), but I'm worried about how to make it truly, deeply compelling...
I also just learned that "mascot horror" is a specific subgenre, related to the FNAF craze, so, whoops. I thought it was a generic theme like how Ghostface is the mascot of Scream, etc. I think I can work it in though, maybe.
This is a fantastic piece. The spells are incredibly creative and would be a joy to bring to any table. The concept of the Hexarchy is interesting and well-utilized; the goals of the characters, the mechanics, and then names of their opponents all dovetail nicely. Excellent work getting all this done in one month.
Hello Cazetron, if you are interested in working on a tabletop game supplement, we would love to team up with you. Your art style is perfectly in line with the system we are creating content for (Mothership RPG). We are planning to revamp Faith Crown Body, our entry to CosHor III. We plan to expand the dungeon with character sheets for Jaxson Cole, the crazed warlord; Beta Dawg, his lieutenant; and possibly more. They are violent, self-righteous men with a taste for hoverbikes and scatterguns. Sound interesting? I'll connect with you on Discord.
Hi Jordan,
Sorry to speak so harshly about the body's texture and the map layout!
I probably should have figured the body was a build issue based on the overall quality of the submission otherwise. May I ask, are there more than four tapes? And.. how many are through underwater areas?
Let me apologize for calling the layout "copy-pasted". That was spoken in haste and in truth I never thought that it was actually tiled, repeated, or anything like that. The layout was very identifiable, I guess what I meant to say is that a map which played more with distant lights and dark areas between to plot and plan a route to navigate from afar (like you're on a mountain ridge during a hike, say), would be more interesting. I say this only because there was one really good area, looking up a steep tunnel at the secret exit above a camp, that this was present in the game. It was a very compelling, atmospheric spot for me.
Again kudos to you and the team!
Really solid concept. Some frustration came up from the level design, hide and seek, and lack of freedom to, y'know, not murder my five closest comrades.
Of all the areas to improve - as a shooter, as a game of hide and seek, as science fiction - I would like to see more lore. The orb, the station, and the crewmates all felt flat. It's fully playable in 30 min or less as you learn the station. That is, admittedly, probably too long for the amount of real content.
But, good work putting all this together in one week, it is a compelling experience. No glitches, fast and nostalgic movement, cosmic horror. Glory to mankind.
This game is FREAKY!
When the first rumble came in, it scared me.
When the I first realized the glowsticks actually will go out, I shivered.
And when I tried to exit via the ladder and the game wouldn't let me (presumably because I hadn't gotten all the data?), and sent a chorus of demonic whispers into my ear, I got chills!
Overall a very cohesive, polished experience with incredible atmosphere.
Since this was so well made, I am going to give a bit more stringent criticism as well - all in the spirit of improvement.
First, remember "show don't tell". I was having a genuinely horrifying cosmic experience - confronting my basic fear of the dark unknown - that the characters in the game were supposed to be having, too. But they didn't seem freaked out at all. It was only on tape four that anyone even mentioned leaving. He finally sounded a little scared, but the voice acting didn't quite convince me - although it was well-delivered and recorded. Maybe a change of scenery - the woods with coyotes out? Actually get them scared.
And, write more than you record. Build up the backstory and lore of the deep, way beyond what's on the tapes. "There's something ancient here" feels like checking a cosmic horror box off. I'm not interested in learning more, because I don't believe there is more there. "We disturbed a pile of rocks, and found some bones and strange carved ruins underneath" - ok, what is that? What is that? I want to know, even though I don't.
Finally, narrow your scope a bit. There is one cot that has an untextured body on it. That really took me away from the game. I get that you were turning up the horror, with the bloodstains and the progressively worsening situation on the audio logs, and probably just ran out of time. But it would have been better with no body.
One other note. I think level design is key for this, obviously, with the (very unique & engaging) glow stick mechanic. There were a couple sneaky intersections that threw me for a loop, and one secret overlook of an encampment. A lot of the other areas were just copy-pasted tunnels. You had to add a proximity light, undercutting the glowstick mechanic, to help navigate it. Better level design, that guides your eyes and movement towards certain key landmarks and subtly away from the secret (in a telling way), would elevate the experience immensely.
Again, this is a great game and my criticism is only intended to help. Well done.
The lack of more expressive mechanics or a tutorial really held back my experience playing this. I had one ability which hit the two front units and pushed, and one which hit the two back and pulled. Flip-flopping enemies across the middle line, particularly when 3/4 were just bodies taking up space, was not super fun or tactical. Still, great work for having a complete and bugfree menu and gameplay loop. It really needs a basic tutorial and more informative UI before anything else.
I'm surprised by how much I enjoyed this. It connected to the SCP lore well and I found myself reflecting on that web of stories. Feeling like a staff member, or more likely D-Class, who drew the short stick. Wishing to be back in the breakroom, joking about whether an anomaly was growing in the coffee maker or not. Nice work.


