Gloom by Azlen
** READ THIS FIRST **
This game uses 3D positional audio and so it requires headphones / earphones, and also requires a somewhat new version of chrome (did not have time to make it work in firefox)
it takes a little while to load the sounds for the game, once you start hearing sounds, click in the window until it requests pointer lock.
"z", "x", "c", "v", "b", "n", "m", and "," keys will play musical notes (this was going to be the weapon but I never succeeded in making things to use the weapon against)
"w" key will move you forward
moving the mouse left and right while pointer-locked will rotate the direction you are facing (beware it is quite sensitive, so you should not move the mouse too far)
DON'T BE ALARMED when a voice appears out of nowhere! that is your companion/guide (yes, i know the theme was not companion, but I needed a companion for the type of game I was making).
Then basically your goal is to follow the guide by listening to where they are, rotating to face them and then walking forward. When the companion stops saying anything, the game is over.
This game uses 3D positional audio and so it requires headphones / earphones, and also requires a somewhat new version of chrome (did not have time to make it work in firefox)
it takes a little while to load the sounds for the game, once you start hearing sounds, click in the window until it requests pointer lock.
"z", "x", "c", "v", "b", "n", "m", and "," keys will play musical notes (this was going to be the weapon but I never succeeded in making things to use the weapon against)
"w" key will move you forward
moving the mouse left and right while pointer-locked will rotate the direction you are facing (beware it is quite sensitive, so you should not move the mouse too far)
DON'T BE ALARMED when a voice appears out of nowhere! that is your companion/guide (yes, i know the theme was not companion, but I needed a companion for the type of game I was making).
Then basically your goal is to follow the guide by listening to where they are, rotating to face them and then walking forward. When the companion stops saying anything, the game is over.
| Web | http://azlen.github.io/LD32/ |
| Source | https://github.com/azlen/LD32 |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=18078 |
Ratings
| Coolness | 50% | 3 |
| Overall | 3.12 | 599 |
| Audio | 4.21 | 16 |
| Fun | 2.70 | 839 |
| Innovation | 4.15 | 28 |
| Mood | 4.20 | 15 |
| Theme | 2.60 | 988 |
New, different and kind of weird. I approve.
Some issues:
Ditto on not knowing how far I'd turned. I realized after a bit that I could have used the other sounds for that, but since I was thrown straight into the game of following the guy I didn't have time to learn that earlier.
I really, really wish the companion would give some indication that I was following him successfully.
Also, you weren't kidding about rotation being sensitive. I had to turn my mouse setting all the way down, and I still had to move it a centimeter at most. You couldn't just adjust that setting?
Overall a pretty neat core of a game.
I'd suggest a few near-constant sound sources dotted around the world (e.g. dripping water, a snoring pig, a scuttling cockroach) so that you can use them to orientate yourself and have a more intuitive feel for how much you've turned.
It is very easy to lose your orientation, and the companion whispers are not frequent enough to gauge how much you turn when you move the mouse.
I couldn't figure out if I was progressing in the game, but this could be easily fixed if you choose to push the concept further.