Thank you for playing and the kind words! It's super motivating and what keeps us coming back to game dev, makes all the hard work and stress worth it!
WinstonLabs
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Lol dang, I thought I made infinite flares impossible! (A playtester was able to do that shortly before we published, so I threw a patch on real quick) Also, you aren't alone at the rod part- I noticed people having trouble at that moment too, maybe a redesign in that section is in order. I would love to see the playthrough, but ofc that is at your discretion. But a serious thank you to you for playing and taking the time to comment!
Thank you! Yeah, I'm on vacation for two weeks and we really wanted to dive into a jam and give it our all. We tried to treat the jam as practice like were going to ship the game, the dream being to release a real game one day ofc
Valid feedback, the lighting was a struggle the whole time as the game uses old school vertex lighting compared to Unreal's Lumen system. But looking back, that light is bright af lol.
Thanks for playing and commenting!
Right, yes, the "tutorial skip" skips the beginning conversation and the requirement to watch the video. But as far as wanting to watch the whole video when the tutorial skip toggle is enabled is an interesting thought 🤔 But anyways, agreed that the game needs some more polish. Thanks for the feedback and playing!
Ah I thought about putting it on the main menu- should've done it especially seeing your comment, but there is a "skip tutorial" toggle in the settings menu. Also, I don't say it in the game, but I did put a note on the game page, I left a dev tool on the game- "P" to fast forward. It doesn't work with the tutorial toggled on, and can be buggy at times, but it can significantly shorten the time you have to watch the nurse and patient walk to the painting. Regardless, thank you for the feedback! We've got a lot of things that we will definitely consider when making our next game.
Noted- thanks again for the feedback, our only goal is to continue progressing and improving with game development, and sometimes it's hard to see past the fog after you've been staring at your own game for an extended period! It's obvious to me in the moment- but I set it all up. Definitely will try to reach out and get more play testers on my next project so I can get a bigger sample size of player thoughts and behavior.
Oof- hate to hear it. We should've made it more obvious, but before the nurse will move, you have to watch the video on the monitor to the left. It was our attempt to go for a more story driven, atmospheric horror- I think we need a little more practice in delivering that. Thanks for the feedback and playing, regardless.
Dang... That sucks to hear- I knew some kind of bug would come up. We tested it on three different computers of varying degrees of performance, and that one never came up for us. The lights are supposed to turn off, then the painting should reveal followed by the end screen. But regardless, thank you for playing! Unfortunate that you had a game crashing bug 😮💨
I went through the same thing lol. After you play your own game over and over it becomes impossible to tell the difficulty level. Though, I will say, I think your game was incredibly balanced in that aspect, so great job!
I'm honestly surprised I made it through myself lol, I failed to be at many of the jam games, but I think yours was so fun, it made me want to try hard to beat it.
Yeah it definitely makes sense, that was something that we didn't know how to fix as well. We just approached baking the lighting to save performance, but it makes sense to change the settings of the surfaces that it affects as well. Great tips! The whole point of this jam was for us to grow as devs and you are helping in that process for sure
Amazing video! Thank you for going so in depth! First off, with Loop Protocol- I 100 percent agree with your thoughts on third person, I definitely lived through all of the pain you described lol from camera collision to animations, and controlling, it was a source of a lot of my work in the game. I think the controller feels that way because I went with a velocity based root motion controller (hindsight 20/20) and I tried to balance the way the animations looked vs. player feel, but honestly after watching your video, I should've prioritized the player feel more and sacrificed the "look" of the movement animations. You did run into bugs (we were face palming watching your playthrough) the dino was indeed an anomaly, it SHOULD'VE scanned, and scanned during our play testing, so idk what happened there. I think we could've been clearer on the loop punishment system. If you miss an anomaly, you don't actually get reset to 0, you are just attacked by the crawler (Loop Entity). It was 11 loops, you were right there about to beat it! Anomalies were random, I think it was coincidence that you got blood rain and the body bag in the same order, weirdly. Another source of pain was making sure anomalies did not repeat, something you mentioned in your hotel game section of the video. This worked mostly, but we did notice a small anomaly you didn't catch (a sign said 666 on it) did get chosen twice. So overall, very grateful to see your playthrough, shows all the cracks which hurts when you put a lot of time into it, but necessary to see to improve!
Secondly, you showing the transition and behind-the-scenes of Hotel Game was absolutely amazing! I tried a few times to implement the teleport system with the player, but I think since I was using Unity's measurements and not blender, that was the reason it didn't work out! Also generating the hallway with the anomaly was extremely smart. We only generated the anomalies themselves in the same hallway, but your method really helped create that seamless look. Overall, THANK YOU again for that video, very informative and educational for us!
Also, yes the renders were done by my wife lol all of the framed pictures were hers. We died laughing when you noticed the blender guru donut tutorial render 🤣


