Is anybody out there? by sansman01

You wake up alone and there's nobody. No matter where you go. If you look hard enough, mabe you can find other people's tracks. But they seem to keep their distance.
Try to keep your hope alive. You feel the loneliness coming closer...but wait, something changed!
Keep an eye on objects. Interact with an object by hitting "Enter". Come back later and see if something has changed - interact with the object again.
Your self-talks might contain hints.
Controls
WASD for moving
Spacebar for jumping
"Enter" for interaction
Work
Code & Design: @sansman01
Graphics & Design: @raomer
Audio
- https://freesound.org/people/InspectorJ/sounds/353501/
- https://freesound.org/people/florianreichelt/sounds/459977/
- https://freesound.org/people/laurenmg95/sounds/386691/
- https://freesound.org/people/swuing/sounds/38873/
Tools used
Game Engine: Unity
Graphics: Pyxel Edit
Coding Tool: Visual Studio
Audio: sfxr & Audacity
| Youtube | https://sansman.itch.io/ludum-dare-46 |
| Original URL | https://ldjam.com/events/ludum-dare/46/is-anybody-out-there |
Ratings
| Overall | 1733th | 3.269⭐ | 28🧑⚖️ |
| Fun | 2220th | 2.731⭐ | 28🧑⚖️ |
| Innovation | 1601th | 3.096⭐ | 28🧑⚖️ |
| Theme | 1498th | 3.537⭐ | 29🧑⚖️ |
| Graphics | 1634th | 3.304⭐ | 30🧑⚖️ |
| Humor | 1778th | 2.304⭐ | 25🧑⚖️ |
| Mood | 391th | 3.87⭐ | 29🧑⚖️ |
| Given | 31🗳️ | 27🗨️ |
You did an amazing Job making the game feel realy empty and lonley... At some point I wanted to jump of the cliff but luckily there were bounding boxes. :smile: Thanks for the amazing adventure.
The controls worked but didn't feel very platformish. Also I didn't like the design choice to reset the camera on landing. Going down stairs was really nauseating that way. The art was adequate, but could use some more variation and details.
All in all, a pleasent surprise. I'm a sucker for creepy games :)
I agree with @duke above about everything. Instead of the camera resetting when the character lands, it should be constantly following the character. Also I didn't feel like I was getting better at the game, I was just learning where triggers were so that I could get to them faster. I think a lose condition is unnecessary, since I'll just start over and play through the same things. Instead, just have the world go gray -- seeing color return is pretty rewarding.
I'll also add that, were you to continue flushing out the game, I'd love to see a little more foreshadow of the ending. I think the problem is that the narrator is a completely reliable source of information throughout the game, and the player learns that what the narrator says is basically the way to navigate the world, yet the twist at the end asks you to question the narrator's reliability.
Really great work though! I'd return for updates.
I am already thinking about how to modify the game design to keep the feeling, and to better guide the player on what is going on....
And yeah, the art can be improved too... more details, you name it.
We will update the game and also add some content that we just couldn't fit in in the 3 days...just saying dolls....
Thx for the hint with the camera, normally i am the first one to complain about bumpy rides!
Very strong atmosphere progression - color loss, darkening, character aging and ambient music makes a great combination.
The world felt appropriately empty, which was good for the atmosphere. The character and story might have needed a bit more love to feel more engaging.
In terms of mechanics, was ok, wall collisions felt a bit iffy - that space left between the wall and character was a bit too big.
Nice touch with the ending though, liked the ambiguity.
Overall, very atmospheric, wished there was more of it.