Unwelcome Presence by Hemuuuli
You are an uninvited guest in this land.
Roam around and cleanse your body with ancient flesh.
Gamepad is highly recommended.
VR Support for Oculus Runtime 6.0.1.
Roam around and cleanse your body with ancient flesh.
Gamepad is highly recommended.
VR Support for Oculus Runtime 6.0.1.
Ratings
| Coolness | 63% | 3 |
| Overall(Jam) | 3.69 | 165 |
| Audio(Jam) | 3.75 | 106 |
| Fun(Jam) | 3.23 | 402 |
| Graphics(Jam) | 4.42 | 66 |
| Humor(Jam) | 2.21 | 817 |
| Innovation(Jam) | 2.87 | 632 |
| Mood(Jam) | 4.29 | 24 |
| Theme(Jam) | 3.00 | 830 |
Only complaint is the combat is a bit clunky, to the extent that I often couldn't tell if I was hitting or not. Other than that, fantastic.
The combat felt a bit rough and I ended up just ignoring all enemies instead of trying to fight them since that proved more useful. Not sure if it was intended.
And finally: Controls/graphics will be one paragraph. Because I think I nailed down the reason to why people feel hard to navigate and relate their character. The fog becomes like a static layer of blockiness which is always fixed to the player. I realize this is because of the limited number of colors combined with how the fog is calculated. I think it can be solved by some combination of:
A. making the gradient not totally greyscale but slightly towards a color, perhaps rgb(200,210,220) or so to make the blockiness more unevenly distributed.
B. Make the fog start a bit further away from the player to at least give a small zone of reference to the environment.
C. Try enabling HDR in your graphics settings if you haven't which will double the number of bits per color in the internal shaders. It might help, assuming that the fog shader actually makes use of it.
Overall, really well done for this short time, and I hope to see more from you in the future jams. Good scores for you, and greetings from Sweden!
Although the graphics and atmosphere are good, I didnt enjoy it much because of frustration.
The game was excellent, super well designed and with a superb visual style. Only thing that I found really annoying is that the stamina bar could be anything but back. i didn't even notice I had the bar cause it blended with the background.
But aside from this, I loved it. It is impressive to think you did this in a weekend.
Well done I love those kind of games! I will try it later with my rift!
The visuals were definitely interesting, and I'm sure the grayscale aspect helped to keep the artist(s) sane. I do think it could be tweaked a bit so that certain areas are less muddled and give the feeling that you can't quite see what you're doing. It's not terribly common, and through most of the game it works well, but visual confusion can happen especially in tight spaces. Animations were also very nicely done for the most part.
One aspect of the controls that I didn't like was the sprinting. If you started sprinting and tried to go at an angle you start sidestepping and it's very clunky feeling. It works better if you run and use the camera to point your character in the direction you want to go, but it's awkward since sprinting is the 'a' button with a pad. Aside from that the controls work fairly well.
Combat is nice, it's not perfect and has rough edges for sure, but it does also capture the souls feel, at least in the strategy and mental aspect. Study enemy patterns, figure out holes in their defenses, and exploit them. I like that process and you've got it. I loved it when you introduced the first two-on one fight, and I was inclined to slowly back up down the hallway and lead them into the open area. Then I proceeded to divide and conquer. Some interesting level design and enemy placement there.
The combat did kind of feel... disconnected though. It was sometimes difficult to judge the attack range and actually hitting the enemies felt a bit hollow. There's very little feedback there aside from the audio cues you get.
I tried a bit of everything, I actually ended up using the crossbow a lot even though it was a tad awkward. I found out it was three shots to kill so that kind of ended up being my go to method for dispatching enemies since I could get a better idea of the health they had left.
Oh, the audio work was nice too. Specifically the rattling sounds the monsters make... gah, reminded me so much of a souls game.
Umm... the only other thing that comes to mind for me was that it took me a while to figure out that I could consume enemies in order to gain health. I think maybe that could have been hinted at better. Perhaps some sort of glowing "loot drop" effect to indicate there's something to collect.
Overall, fantastic job. It's not perfect and there are a lot of aspects that could be improved but for the scope and the timeline it's seriously ambitious and impressive.
I will be updating the game a little bit after jam and release it for Oculus Share (no worries, you can still play it without vr). Combat clarity and darkness of the environment have been the biggest issues so those will be smoothed out at least. Special thanks to Robinerd for pointing out gamma/linear color space issues with the fog and hoqjed for MASSIVE post! <3
You made a good playable game in few time. good job!
With combat, I can see where you were getting your inspiration from, but killing even one creature required far too much effort so I just sprinted past all of them after the second one.
Other than that, very intriguing, certainly. Especially I loved the audio.
That said, very ambitious idea, and impressively realized in such a short time.