I'll have to see a continuation. I've got some concurrent projects going on at the moment, and I don't have any plans in the near future to finish this particular title. But that may change, at some point.
Tons of work and heart, and one of the most interesting settings for a fixed cam game that I've encountered! That said, the pre-rendered backgrounds are often cartoonishly out of scale with the characters... and the 'stylised' character modelling and proportions clash horribly with the semi-realistic backgrounds. Controls are servicible and there's a working key puzzle. There's obviously a ton of passion and thought gone into this, and I'd love to see later revisions...!
I'll admit that discrepancies in perspectives between object and backgrounds had initiated due to the fact that, due to the initial setup upon which I had build the initial foundation of the game, I had failed to properly sync up the coordinates between the blender-generated backgrounds and the dimensions corresponding to the Unity-based numbers, and as a result of this in addition to time constraints, a number of the perspectives and positioning were determined on the basis of hastily-implemented "guess work", which in some cases turned out to be wildly out-of-proportion.
I'm still deliberating whether or not to proceed with this project. But, if so, the issues surrounding both perspectives and character modeling will be addressed, and hopefully, fixed.
Well, Jesse, I'm somewhat biased on whether you should continue the project - with the whole Fixed Camera Appreciation Society , etc! But I was really impressed with your setting and the somewhat bizarre plot - I'm curious to see where that goes! The whole scale/perspective thing is basically a useful learning experience, I'm sure you'll have no problems with that in future (although it might just be easier to do the backgrounds in realtime, ala Dino Crisis, Code Veronica and Resi Outbreak!).
Either way - a great achievement in so little time! Loved the FMVs also! =D
I feel like this is a game that was meant to be midly satirical in tone and maybe even is inspired by the PS1 007 titles as well, as well as the creatures feeling like they were ripped right from a retro Final Fantasy game, it's definitely a game that forces you to curb your expectations and it works when you actually play it. Now if you decide to upgrade models and such to be more realistic, definitely keep the main story intact as it isn't bad at all. I've seen direct to video films that make this look triple A. Plus the loading screens... you caught onto that.
The game was originally created for the PS1 "Summer of Shivers" Game Jam, which allocated two parameters for each submission, in that the game in question feature an underwater setting, and incorporate an aesthetic reminiscent of the mid-90s PS1-era. So yes, the resemblance to the early-Playstation style is purely intentional, as is the mixture of both nostalgic and parodic tributes to the era.
Loved this so much! Very atmospheric, really enjoyed Thuy's character so far (diving into a cursed U-Boat by herself muttering witty banter, suddenly KICKING the SHIT out of time water angels and 1 second later delivering the most deadpan physics lecture i've seen was... unexpected and exciting), great music (though, I'd have loved to have some more silence and ambient sounds, as the song gets grating and loses effect after prolonged exposure), it was a blast, enjoyed it a lot!
To be honest the only thing that would make me more excited about this is... if she could get even more badass. like. rpg elements. parasite eve. enemies giving xp. you know? which i don't see horror devs doing, and i understand why they don't, but i think it would fit here lol i am pleading everyone to be inspired by parasite eve all the time though...
Thanks for making this and congratulations for the awesome title and taste!
I made a video recording my first impression / full playthrough. I did not ask for permission, so I can delete it if you prefer! :)
Admittedly, many of the game's limitations, from the simplicity of the monster AI, to the limited number of combat moves for the player, in addition to a few other glitches pertinent to models and perspective design were largely due to time constraints imposed on the project. However, if I do elect to proceed with this game to completion, I'll definitely be adding a whole list of features, both to rectify the pre-existing issues and add more depth.
Thank you very much for the feedback; it was most invaluable:)
I can imagine, it's a jam game after all! I do think these "limitations" end up making a narrative that is exciting, and it felt refreshing to be empowered rather than powerless, for once. Thank you! <3
Looks like potentially very interesting full game. I really liked the idea and atmosphere. The soundtrack is great and atmospheric. From the beginning I liked the video very much and impressed me. It can be seen that a lot of effort was invested in everything. A very interesting idea with the combat system, but so far it is too easy to kill enemies. But still, there were some drawbacks. The model of the main character and the ratio of the model to the game location. In some places, the impression is created that the height of the heroine is less than a meter or a submarine the size of a train station. Textures shine through in the inventory window. But in fact, I think that almost all the flaws will be fixed in the future. Please keep working on the game. Thank you and good luck!
Admittedly, a number of the game's components, such as the inconsistency in scale projection relative to the backgrounds, in addition to the current simplicity of the monster AI were often attributed to time constraints in the project.
If I elect to pursue this game to its full completion, these elements will definitely be fixed:).
This game kinda reminds me of Deep Fear. Not bad for a prototype, but there are things I want to point out. For one, the model of Thuy looks hilarious with her legs being 3x the size of her torso. The model is also tiny compared to the environment and this is easy to notice when she's against doors or a control panel that looks like it was made for giants. The combat is too easy as I can hold the z key until the enemy dies without any danger, eliminating the feeling of fear as I can't die. The voice acting is a little distracting with Thuy having an echo and the captain being a little quiet sometimes. I do look forward to the final product but these are some things you should consider.
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Feeling this games aesthetic still, still standstill it seems. Damn.
Ngl, it was lowkey fun af, I'm trying to see a continuation
Thanks:)
I'll have to see a continuation. I've got some concurrent projects going on at the moment, and I don't have any plans in the near future to finish this particular title. But that may change, at some point.
Tons of work and heart, and one of the most interesting settings for a fixed cam game that I've encountered! That said, the pre-rendered backgrounds are often cartoonishly out of scale with the characters... and the 'stylised' character modelling and proportions clash horribly with the semi-realistic backgrounds. Controls are servicible and there's a working key puzzle. There's obviously a ton of passion and thought gone into this, and I'd love to see later revisions...!
Added to our indie games list on Fixed Camera Appreciation Society!
Thanks for the comment:)
I'll admit that discrepancies in perspectives between object and backgrounds had initiated due to the fact that, due to the initial setup upon which I had build the initial foundation of the game, I had failed to properly sync up the coordinates between the blender-generated backgrounds and the dimensions corresponding to the Unity-based numbers, and as a result of this in addition to time constraints, a number of the perspectives and positioning were determined on the basis of hastily-implemented "guess work", which in some cases turned out to be wildly out-of-proportion.
I'm still deliberating whether or not to proceed with this project. But, if so, the issues surrounding both perspectives and character modeling will be addressed, and hopefully, fixed.
Well, Jesse, I'm somewhat biased on whether you should continue the project - with the whole Fixed Camera Appreciation Society , etc! But I was really impressed with your setting and the somewhat bizarre plot - I'm curious to see where that goes! The whole scale/perspective thing is basically a useful learning experience, I'm sure you'll have no problems with that in future (although it might just be easier to do the backgrounds in realtime, ala Dino Crisis, Code Veronica and Resi Outbreak!).
Either way - a great achievement in so little time! Loved the FMVs also! =D
Thanks a lot! :)
I feel like this is a game that was meant to be midly satirical in tone and maybe even is inspired by the PS1 007 titles as well, as well as the creatures feeling like they were ripped right from a retro Final Fantasy game, it's definitely a game that forces you to curb your expectations and it works when you actually play it. Now if you decide to upgrade models and such to be more realistic, definitely keep the main story intact as it isn't bad at all. I've seen direct to video films that make this look triple A. Plus the loading screens... you caught onto that.
Thanks:)
The game was originally created for the PS1 "Summer of Shivers" Game Jam, which allocated two parameters for each submission, in that the game in question feature an underwater setting, and incorporate an aesthetic reminiscent of the mid-90s PS1-era. So yes, the resemblance to the early-Playstation style is purely intentional, as is the mixture of both nostalgic and parodic tributes to the era.
Very parasite eve! Loved the combat!
Thank you!:)
Amazing game.
Hey, thanks:)
hi, big thx for the game. greetings from rosti 😁
My pleasure:) Thanks for posting.
A BIT SPOILERY:
Loved this so much! Very atmospheric, really enjoyed Thuy's character so far (diving into a cursed U-Boat by herself muttering witty banter, suddenly KICKING the SHIT out of time water angels and 1 second later delivering the most deadpan physics lecture i've seen was... unexpected and exciting), great music (though, I'd have loved to have some more silence and ambient sounds, as the song gets grating and loses effect after prolonged exposure), it was a blast, enjoyed it a lot!
To be honest the only thing that would make me more excited about this is... if she could get even more badass. like. rpg elements. parasite eve. enemies giving xp. you know? which i don't see horror devs doing, and i understand why they don't, but i think it would fit here lol
i am pleading everyone to be inspired by parasite eve all the time though...Thanks for making this and congratulations for the awesome title and taste!
I made a video recording my first impression / full playthrough. I did not ask for permission, so I can delete it if you prefer! :)
Thanks:) I'm glad you enjoyed the game overall.
Admittedly, many of the game's limitations, from the simplicity of the monster AI, to the limited number of combat moves for the player, in addition to a few other glitches pertinent to models and perspective design were largely due to time constraints imposed on the project. However, if I do elect to proceed with this game to completion, I'll definitely be adding a whole list of features, both to rectify the pre-existing issues and add more depth.
Thank you very much for the feedback; it was most invaluable:)
Cheers!
-Jesse
I can imagine, it's a jam game after all! I do think these "limitations" end up making a narrative that is exciting, and it felt refreshing to be empowered rather than powerless, for once. Thank you! <3
Thank you!:)
Looks like potentially very interesting full game. I really liked the idea and atmosphere. The soundtrack is great and atmospheric. From the beginning I liked the video very much and impressed me. It can be seen that a lot of effort was invested in everything. A very interesting idea with the combat system, but so far it is too easy to kill enemies. But still, there were some drawbacks. The model of the main character and the ratio of the model to the game location. In some places, the impression is created that the height of the heroine is less than a meter or a submarine the size of a train station. Textures shine through in the inventory window. But in fact, I think that almost all the flaws will be fixed in the future. Please keep working on the game. Thank you and good luck!
Thanks:)
Admittedly, a number of the game's components, such as the inconsistency in scale projection relative to the backgrounds, in addition to the current simplicity of the monster AI were often attributed to time constraints in the project.
If I elect to pursue this game to its full completion, these elements will definitely be fixed:).
This game kinda reminds me of Deep Fear. Not bad for a prototype, but there are things I want to point out. For one, the model of Thuy looks hilarious with her legs being 3x the size of her torso. The model is also tiny compared to the environment and this is easy to notice when she's against doors or a control panel that looks like it was made for giants. The combat is too easy as I can hold the z key until the enemy dies without any danger, eliminating the feeling of fear as I can't die. The voice acting is a little distracting with Thuy having an echo and the captain being a little quiet sometimes. I do look forward to the final product but these are some things you should consider.
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VERY GOOD PSX GAME DEV
Thank you!:)
Good game it was fun didn't had any bugs an it worked great👍
Thanks:) Really enjoyed your playthrough, too:)
Thank you💖
This game is awesome, the aliens scared me at first but it was really cool how she did her final blow. Good work.
Hey, thanks:) Great playthrough!
You're welcome ☺️
How long is average gameplay?
Roughly about 12-15 minutes
havnt downloaded yet but it looks cool
Thanks:) I hope you enjoy it.