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  • Allison J. James
    Patron

    You're all absolutely mad for attempting a game like this for a 48 hour game jam and I wholeheartedly respect that.

    This game was constantly impressive in spite of the fact I seemed to phase into every object I accidentally walked into, occasionally felt like I wasn't even walking forwards, and all the while my computer was going slightly crazy with its fans.

    This is a flawed diamond hidden behind an empty, thumbnail-less entry. I'd love to see you all add to this.

  • Fachewachewa
    Patron

    There's obviously a lot of effort put in this, but not really in the right place imo. To a point that people really need to want to play it to just give it a chance. There's not many games here so that's okay, but just 10 more games and I'm sure a lot would just skip this. You really want to make playing the actual game effortless. Here:

    • the game has no description nor thumbnail
    • it's pretty big and has has tons of files in the zip
    • just finding the .exe is a pain, there's 6 (!) textures files which are all the same at different point of the dev, there's even an unrelated GMS project file?? I'm sure not all of this is required, and what is could be in a folder.
    • the game takes like a full minute to launch, moving it shows it's definitely loading right away since it throws an error, so idk what's happening. Someone says it might be about a video not starting. Have you not tested the game a realised this wasn't happening? Even if you did but didn't manage to fix this, this should be in the description!!. The first time I launched it twice before realising it has two process I then cut.
    • then I waited and the game started behind other windows, locking my mouse in the middle of my screen even though it wasn't active, and I couldn't get back to it even with alt tabs. I still gave it a chance.

    All that was just to launch the game. I think a lot of this could have been avoided with minimal effort, like a small description, and a title screen that would make sure people are actually in the game before it starts doing stuff.

    As for the game itself, I think it should have been focused first on getting at least locomotion and interaction working. The collisions are all messed up, objects seem rotated and not aligned correctly, just going towards the meat corridor requires perfect alignment to go through the wall. The sensitivity and move speed is super low, but there's a huge headbob. And interactions seem to require precise aiming, but distance doesn't matter.
    From what I've seen the atmosphere was interesting and the puzzle pretty basic, but going around the maze was fun. But I didn't see much because after turning off the baby phone and going through the pink (I think?) door, I got stuck in the flower for a few seconds, and when I finally got out, the game froze (maybe?) when I clicked on the door.

    Also every time I exited interactions the game would make me do a 180 while aiming down at the ground.

  • Tydecon Games
    Patron

    I can see you had a LOT of ambition in this, going in to a full on 3D game with the time limit given is a huge task and you've made a very interesting game here, the intro sequence did not play and it took a while to load and, as some people had mentioned, it's got a few kinks along the way for sure, but this is an impressive product of 2 days work and I think the effort you've shown here is brilliant! I hope after the jam you iron out these kinks as I'd love to see a full release of this. (Also, could've warned me about the mouse lock, that did not make it easy to start OBS when playing πŸ˜…)

    Pressed
    Submitted

    Pressed

  • pressgoal
    Lv. 8

    It's always imressive to see 3d games for the gm48, and this is probably the largest one I've seen so far. As others have mentioned, the controls were a bit janky and it got pretty laggy towards the end, but the atmosphere is great, and I was blown away by how much you got done. While I probably wouldn't recommend doing 3d for this in the future, this was still a fun experience, and I hope to see you in the next one.

  • JamSnack
    Lv. 10

    things that happened to me:

    1. game kind of took awhile to open. It seems like an intro was supposed to play because there was an included .mp4 file called intro and it kind of felt like the length of time it took the game to launch and the length of that video were similar so those issues may be related.

    2. game kind of ran poorly. A little laggy. I noticed that I had 1.5k MBs of RAM usage so maybe memory is related to this?

    3. My biggest gripe is that the movement was really annoying. I didn't realize that moving in 8 directions in 3D games was such a luxury until I had it stripped away from me. This was kind of exacerbated by the fact that the player hitbox was so janky. At one point I couldn't even walk through an open door without getting lerped around like I was playing garry's mod with 300 ping. I even clipped out of the map at one point as I was trying to walk through an open door.

    4. The gameplay is a little lacking. You get to collect some cool pills in the beginning and then use them to solve a puzzle. It gave me huge escape room vibes and I like that a lot. It was kind of annoying trying to look around and click at the items though. Some of the click-boxes did not make any sense.

    (P.S I totally forgot about the coin maze but that is probably because the first thing I tried to do was drag the coin over the top of the maze and that worked lol)

    (double-also: there is a bug with the mouse not centering on the window perfectly. I think this happened after playing the minigames, which required your mouse to be un-locked for ui-interaction purposes)

    1. The game's best quality was its art direction. I can tell you guys had a vision for this game and I feel like that wasn't totally realized. There WAS that whole intro video that was just dropping so much furry lore on me. Then you kind of spawn in and you get to read all these notes about characters and stuff. The sounds were good but I really did not like the constant baby cry (that might be intentional given the atmosphere) The greatest high I got from this experience was finally getting the baby monitor to turn off

    tl;dr a bit too ambitious for a jam but I'm glad you guys tried something new. hope ya learned some stuff

    OUTBOX
    Submitted

    OUTBOX

  • arthurgps2
    Lv. 12

    I always have a huge respect for the effort put in 3D jam games made in GameMaker, but this one just feels too clanky to control and confusing. I got the pink key and the coin but then I couldn't figure out what to do with them, so I just quit. Maybe I'll try again later, though.

  • Ross Boman
    Lv. 30

    After you beat the game it crashes


    ############################################################################################ ERROR in action number 1 of Draw Event for object video:

    Trying to use non-existing surface. at gml_Object_video_Draw_0 ############################################################################################ gml_Object_video_Draw_0 (line -1)

    But besides that this was interesting. Being in 3d was cool for gamemaker but the controls were pretty bad. I kept getting clipped into objects and not being able to pass through door ways. Clicking on anything was a horror experience in its own right. The coin maze was hell but honestly the best part of the game too. The ending was abrupt and I didn't know what was happening. Interesting game and if you fixed the controls I would love to give it another go.

  • Henry Haak
    Lv. 41

    It's impressive from a technical perspective to make a first-person horror game in GameMaker, but I've always thought 3D game maker games were impressive in the same way someone showing you they can unscrew a screw using only their teeth is impressive. Your pain tolerance and dedication are very great, but maybe you should have used a screwdriver.

    I realize, as a gamemaker only jam that's not an option, but I feel like you spent your time making an atmospheric, interesting jam game that's ruined by janky interactions and movement code. I clipped out of a wall partway through and decided I didn't feel like continuing, so I don't know how it ends, and I think that's a shame. I think if you had spent that time making something more akin to GameMaker's strengths, your team would have had a really solid entry. Still, I'm impressed you pushed the boundaries of the program, and wish you luck in your future jams!

  • 2102
    Patron

    This is quite the game. I'm super impressed with the art and what you were able to pull off in 48 hours. The gameplay is really finicky and the interactable items aren't always clickable. I had to back up a long ways to input the code in the first room. I usually try to beat game jam games, but I couldn't get through the coin drain maze. It was super cramped and left no margin for error. Well, sometimes it did, but then sometimes it would just kill me when I wasn't in contact with the wall. I got about halfway through that maze at the furthest point. Really intriguing mystery that I wish I was able to discover since it seems like you guys put a lot of effort into this. If there's a trick to that coin maze part, I'll go back to it to give it a more accurate rating when I beat it.