Investigate a shadowy organization that is attempting to alter the fabric of reality.

This was created for the Pirate Software - Game Jam 15 under the theme Shadows and Alchemy.

Controls:

  • Fire with left mouse button
  • Aim Down Sights with right mouse button
  • Reload with “R”
  • Toggle Flashlight with “F”
  • Interact/pickup environmental items with “E”
  • Sprint with Shift
  • Jump with Spacebar
  • Crouch with “C”
  • Switch weapons with the number keys
  • Tab to pause/adjust settings

Download

Download
GameDesignDocument
External
Download
Windows Desktop Build 72 MB

Install instructions

Per the rules of the Game Jam a browser based build has been provided, but I have also made available a downloadable version that has improved lighting and performance for those that prefer it.

Comments

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Good:

- The game ran smoothly

- Appreciated the volume and sensitivity sliders

- The enemies were sufficiently scary. first zombie guy was pretty scary 

- the lighting in general was great.

- The 3d models and textures are great. I think the environment, setting, atmosphere. are really good. Overall can't complain on the looks.

- sounds effects are nicely balanced, i liked the revolver reload sound effect.

- level design was good after the first door.

- solid gameplay loop!

negatives:

- i couldn't turn 360 degrees when i was outside, maybe this is intended? Was fixed on my second playthrough

- Fell outside the map when i went into alchemix unlimited behind the desk on the left

- I think you should make the first key easier to find. You need to first teach the player how to open the door in the simplest way possible. Make it more straightforward to find the key, less rooms to search.

- Having to backtrack so far for the first key with limited ammo is where a lot of players will get stuck and frustrated I think.

- Your enemies respawn, but the ammo is limited. I couldn't find the first key fast enough before I ran out of ammo. I understand that the scarcity of ammo is part of the horror, but the balance wasn't right for me.

- on my second playthrough I found enough ammo after the second door that it didn't feel frustrating anymore, but i still didn't like the enemies respawning so frequently.

-it looked like some textures in the building (walls/floors) had weird interactions with the light, it wasn't game breaking but it did look slightly buggy at times.

- on my second playthrough i knew better what to do but got overwhelmed a little bit by respawning monsters.

- experienced a few stutters

- some feedback on landing bullets would be nice.

Overall pretty nice experience! I listed a lot of negatives, but just trying to give you complete and honest feedback. This is a pretty solid game. I think you accomplished a lot of what you were going for. Really good job! I'm following your itch and hope you keep making games! 

Thanks for the thorough feedback! I had some apprehensions about that first room. The idea was to force players to backtrack past an enemy they already killed to teach them the enemy resurrection mechanic, but you are right that there are too many other rooms that are red herrings forcing the player to get lost/frustrated.

The lighting/stutters seem to be mostly attributable to it being a web build and runs more smoothly in the windows build. I'll have to do a balance pass looking at ammo quantity/placement and the key placement in that first room.

NICE