The Dark Wages by dmtroy

[raw]
made by dmtroy for Ludum Dare 47 (JAM)

Controls

WASD - Movement CTRL/Space - Pickup/Drop/Interact

About

Hello [valued employee], we would like to formally congratulate you on your successful application to Corp Corp!

As a valued member of our family, you'll gain access to amazing benefits and opportunities, such as:

  • Being able to pay bills
  • Afford food
  • A wistful sense of nostalgia for the days you had free time These benefits and more await you in your new life at Corp Corp.

On behalf of our family: Welcome to the rest of your foreseeable future..

Credits

Andrew Curnock - @beattherapy Daniel Troy - @dmtroy01 Liam James - @minimaximize_ Louis Beveridge - @BeveridgeLouis Louis Van Dyke - @LouisVanDyke

Ratings

Given 38🗳️ 1🗨️

Feedback

fc85057
07. Oct 2020 · 02:57 UTC
I had fun just running around here, like a bizarre office sandbox. I like the art - the combination of the 2D character and the 3D assets. The 3D assets look good for the time jam constraints and the character's bobbling animation is nice. The rotating of the camera moving between rooms is a nice effect.
I am not sure whether it was intentional that it was bit of like a sandbox game. After the initial instructions of placing the letters and taking out the garbage, nothing else came up and it was unclear to me what exactly I needed to do.
wrimo
20. Oct 2020 · 17:00 UTC
This was an interesting experience. It started off and I expected it to just be about completing mundane tasks, but then I got lost in an infinite office, so that was cool. The game suffers because after the introduction, it isn't clear what you need to do. I thought maybe that was the entire game but kept on going through doors until eventually it told me I could go home. I would be interested expand the feeling of getting lost in office. Maybe you have to pick up an object in one type of room and take it to another. At the moment that part of the game works to get disoriented, but doesn't really much gameplay and is somewhat boring.
DomNomNom
26. Oct 2020 · 10:23 UTC
I managed to get the named tasks done but I wasn't sure whether I've completed the game. I had some objects exit the cube by them flying up when I release them. I'd suggest only making things physics based as necessary, rather than by default. The lack of controls and highlighting of interactibles confused me quite a bit at the start.
Wahooney
26. Oct 2020 · 11:36 UTC
I really like the look of your game, when the objects float while you're carrying them that kinda threw my perspective though. It has a bit of a 2.5D Stanley Parable feel to it which I find appealing.

That the offices get more disorganized the deeper I went was really interesting, not sure if that was a bug or a feature, but I liked it nonetheless.
26. Oct 2020 · 11:36 UTC
how to play the game ??
TheGreenWorm
26. Oct 2020 · 11:51 UTC
I like it, looks like our game ! Movement and ragdoll physic is fun, particularly impressed by the character animation ! I hit a wall when going through the "weird" rooms, I feel like the only way to progress is by going blindly through every door and memorizing the path, but the low poly environnement and the rotating rooms makes it really difficult. Adding some kind of riddles or environmental hints would clearly make it a very fun experience !
Callum Craig
27. Oct 2020 · 19:54 UTC
I enjoyed the way the level looked, moving between rooms and the 2D sprite style of the character versus the 3D art of the environment was nice. The game lacked direction though. After completing a few tasks and unlocking seemingly all the doors it was totally unclear what I was supposed to be doing or where I was supposed to go. Definitely has potential as far as the art style and basic mechanics go but it needs far clearer direction in terms of gameplay.