Anomaly 47 by PhilStrahl




Description
You gain consciousness after something happening, something bad. All you can remember was running an experiment on the LOOP station as things went south. Uncover the mystery, stay alive and get out of the loop -- if you can!
Features
- Hand-drawn art style
- Moody music!
- New crew each time
Controls
(The tutorial will tell you also) - WASD to move - SPACE or ENTER to confirm - E to interact - Esc to quit at any time. - Alt+ENTER to toggle full screen
Please play with audio on. There’s music!
Credits
A game by Phil Strahl a.k.a. Pixel Prophecy made in a frantic 48 hrs. At this point I should know not to focus on polishing the art first... but here we are.
Versions
1.0.0.14: Initial release
Videos
Gameplay and source code explained https://www.youtube.com/watch?v=RE3QGyCknFo
Ratings
| Overall | 19th | 4.188⭐ | 34🧑⚖️ |
| Fun | 237th | 3.438⭐ | 34🧑⚖️ |
| Innovation | 183th | 3.594⭐ | 34🧑⚖️ |
| Theme | 89th | 4.078⭐ | 34🧑⚖️ |
| Graphics | 23th | 4.344⭐ | 34🧑⚖️ |
| Audio | 8th | 4.281⭐ | 34🧑⚖️ |
| Mood | 3th | 4.578⭐ | 34🧑⚖️ |
| Given | 22🗳️ | 31🗨️ |
I would love to see it if anyone does a stream, a playthrough or anything like that
I won't spoil the plot- I like how we have to piece together what happened and the loop system is intuitive right from the beginning.
Music is original and adds to the ambience.
Gameplay is simple but effective, controls are functional, though I did get stuck on the terrain in the dining room at one point- not a big deal though.
The art-style fits the theme well.
Well worth a playthrough!
Hope you're keeping stocked up on coffee!
Completed it under 20 minutes, it's a good, well polished mistery game.
Two polishes I would add is to polish the colliders, and that unlocking the password should be saved between loops as well.
The first time I tried to open the door (at first it was a bit hidden, for the better or for the worse? :D), I was just after a death. For a few seconds I wondered where should I enter the password (I even wrote it down on a paper), and then I realised that maybe "getting the password" is the trigger.
Other than these issues... well, now that you have a nice framework for a bigger game, you just need a more content :D
Good job!
Reminds me to a movie "Passengers" a little bit.
@TolMera I am sorry that I can't publish to Mac from GameMaker :/ I will put a full playthrough of the game up soon!
@Pony_Plop First up: Great username! 😆 And thank you for playing and sharing your time. I Thow long it would take you when you don't know the optimal route. Thank you for your feedback. Collisions are always a big problem for me, I think I should tweak some of the boxes a bit more. And coffee has been restocked!
@Tudvari Thank you so much for playing, Tudvari, and mentioning The Outer Wilds 😮! Thanks for the feedback, that makes total sense, that the passcode should stay the same between loops (and knowledge thereof); definitely something I'll fix in the next post-jam version. And the many typos 😅
@neowhoru Thanks for giving it a try! It makes me happy that the simple drawings evoke a sci-fi movie flair. If you struggle at certain points, please tell me where and why :)
@spacemonkey As always, thank you so much for playing! I wish I could tell you about the bigger picture of the plot but a) spoilers! an b) most parts of it I was making up as I went along, thankfully things started making sense at some point 😅 Maybe I do an expanded post-jam version with more story, intrigue, and a bit more stuff to do
BTW I hope to see a post mortem on this!
The player's movement was a bit off though, I got stuck at some small spaces, losing precious seconds.
Another little detail that bothered me was the fact that I couldn't tell which things were interactable without getting close, making me have to touch everything that I saw. Maybe if the interactable things had some kind of highlight, like some glow, it would improve the gameplay.
Overall, a very nice entry, good job!
I wish the story was more fleshed out. It is nicely told mystery and I enjoyed putting together the bits and pieces of information. Well done! And truly amazing for 48 hours of solo work.
I really enjoyed the atmosphere you build with graphics, music, sounds and text working in perfect synergy. And of course the only animation in the whole game is as polished as it could be. How many frames did you put in it? Looks spectacular!
I found several minor glitches such as objects drawn on wrong layers and possibility to end up stuck between a wall and a shuttle, but really, it doesn't matter. The game is brilliant! :thumbsup:
The story itself is intriguing and makes you think about the background. But it could be a little bit longer, as a lot of station sections appear to be not crucial for finishing the game.
Anyway, it's a great and polished game. And I can't wait for a documentary.
Just kidding, no pressure here. I literally CAN wait.
@redhermit Thank you so much for playing! And it makes me very happy that you enjoyed the experience! 😊 I will try to make the controls a bit better--and the collision boxes as well-- for a post-jam version. Fun fact: The crew names are different each time you launch the game, so it's not always Hedgy ;)
@preda Thank you, Préda! I ran out of time on having more things to examine and interact with, hope you didn't notice that module D-2 is empty in that regard 😅
@simex Thanks so much, Simex! I think I will do an expanded post-jam version where there is a bit more to explore and to piece together. Makes me very happy that I the mystery aspect works! 😊
@eduardo-yukio Thank you for playing and your feedback, Eduardo! I know what you mean, i think the biggest problem is the harsh 8-direction limit on the movement and subsequent interactions with colliders that just stop you in your tracks. The idea about highlighting what's possible to interact with makes sense too!
@fabula-rasa Thanks, fabula! You're not the only one complaining about the movement (rightfully so). Alas, I ran out of time on implementing the "puzzles" so the story was kinda rushed 😅
@yngvarr Thank you so much for commenting on the visual design! All I see is problems but I guess that's how it goes with all of my games at a certain point, I only see the flaws 😅 The walkcycle is 17 frames of animation, I tried having just 8 but I wasn't happy with that. I am working on a little post-jam version that should address (hopefully) all of the issues with depth sorting of objects and maybe smoothen out movement a little.
@bereg Congratulations on finishing, bereg! I hope it wasn't too infuriating (and if it was, I would like to know precisely *when* 😅). You're right, of course, I overscoped on the station and then ran out of time to come up with and implement reasonable "puzzles" for each module. And the post mortem is in the works, I recorded 170 gigs of footage and screengrabs. But first, I gotta finish the LD46 documentary, I'm half way through the edit on that one :)
@rhoff95 Sadly I can't export one without GameMaker's HTML 5 module which costs $150 😱 But I will record and link a video of a playthrough; a cold comfort still.
@jon-nova Thank you for playing, Jon! Yeah, I ran out of time on the story. Then again I agree, I rather play a short game than one that's too drawn out for what it's worth. 😅
Also. There are 4 crew. But i found 4 bodies + the player. Something the game's not telling me still )
Really well done. It's hard to believe this was all made by 1 individual. The setting, the story, the atmosphere; all top notch. You should be damn proud of your work.
Easy 5 star for an incredible compo.
@jon-nova Thank you, that's 17 frames I spent too much time on :wink:
@m8rix Thank you so much! And of course, I still got the post mortem of LD46 to finish, its edit is half-way done
@enderr42 Thanks for playing and spotting that discrepancy. There might have been an unexpected visitor on the LOOP station...
@langotirel Hooray! 🙌 Thanks for playing and your kind words!
@sharks Thank you for playing and for not giving up on the key card! And sorry for the collision code that gave so many people grief. And you didn't miss anything (maybe filling your oxy-tank from the life support unit, but that's optional), it was all the story that I managed to cram in there in the last couple of hours.
@spyranteros Thanks, Spyranteros,m glad you liked it! It seems like clunky movement/colliders have become my signature somehow and I don't like that 😅 At least I tried to distract from it with presentation 😅
@automatonvx Thank you for playing and the feedback! Yeah, I had a hunch that the constant resets would become annoying but then again the timer stops when there's a dialog box open so that you're not actively discouraged from interacting with anything. The plot is a bit trope-y as it stands now, but, hey, it works! ☺
@commanderstitch Thanks for playing and congrats on the escape! I was going back and forth on what the anomaly would reset but since I wanted it to be a time loop, it felt most consistent to put everything back as it was; maybe a bit too much, as @Tudvari pointed out: It doesn't make sense that the passcode changes between loops. Once you know it, it should remain the same. 🤔
@almax Thank you for playing, Almax! Ah, I see. I am working on a post-jam version where it's possible to hold down shift and have all hot-spots highlighted with a subtle glow.

@datadazer Thank you very much for playing and your feedback! I know what you mean. Once I had the framework working at last, there wasn't enough time for a more interesting interplay between mechanics, but I got some ideas for an "enhanced edition" 😅 I am very glad that enjoyed the rest of the game!
Very nicely done. The art looks great, the music is exactly right, and the story works, although we never really find out what's going on (but getting out alive should be enough for anyone!)
One thing that could be better is handling of collisions. I kept getting stuck against things, and this made me think a room couldn't be explored while it could several times.
I personally feel like the timed reset mechanic works against the exploration, but I get that it fits the theme.
However I like that you implemented the theme in two ways with the great level design.
The glow highlight sounds like a great idea and looks awesome! I'm looking forward to the enhanced edition. :smiley:
Also... Is it possible to have a list of the "crewmembers" in your game? I'm curious who got in on the deathtrap. I saw Preda and I saw RedHermit found Hedgy
@ladymistleaf Aw, thank you so much!! And of course, the list can be found in objects\CTRL_game\Create_0.gml in the source project. Nonetheless allow me to reproduce it here for your convenience:
```
names = ds_list_create()
ds_list_add(names, "Yngvarr")
ds_list_add(names, "Hedgy")
ds_list_add(names, "Persson")
ds_list_add(names, "DeathStorm")
ds_list_add(names, "Preda")
ds_list_add(names, "Cormic")
ds_list_add(names, "Afholderbach")
ds_list_add(names, "Desaunois" );
ds_list_add(names, "Skarzynski" );
ds_list_add(names, "York" );
ds_list_add(names, "McCaffrey" );
ds_list_add(names, "Ritter" );
ds_list_add(names, "Knight" );
ds_list_add(names, "99floors" );
ds_list_add(names, "MistLeaf" );
ds_list_add(names, "Topp" );
ds_list_add(names, "Williams" );
ds_list_add(names, "Redeky" );
ds_list_add(names, "Atwood" );
ds_list_add(names, "Cannon" );
ds_list_add(names, "Fox" );
ds_list_add(names, "TechBoxNorth" );
ds_list_add(names, "Kislitsyn" );
ds_list_add(names, "Dvorak" );
ds_list_add(names, "Robinson" );
ds_list_add(names, "Sponholz" );
ds_list_add(names, "Hysek" );
ds_list_add(names, "Demchenko" );
ds_list_add(names, "RedHermit" );
ds_list_add(names, "Holmberg" );
ds_list_add(names, "Sterling" );
ds_list_add(names, "Gevaerts" );
ds_list_add(names, "INCD021" );
ds_list_add(names, "Prophecy" );
ds_list_shuffle(names)
```
But in general it was a real cool moody game. Unfortunately the colliders where a bit weird and "too edgy".
But the Sound and Graphic was really awesome and the Mood kicked in directly.
Great Game and well done. Awesome Job