Wide Berth by Anthony Katona

[raw]
made by Anthony Katona for Ludum Dare 54 (JAM)

Navigate hazards in limited space in 2.5D

(sorry for 4GB download)

Gameplay

  • escape through the lit door to win
  • collect the items scattered throughout the level to unlock the door
  • avoid the guards and exploit the slowing magic of the skull to navigate their patrol

Controls

  • movement - WASD
  • pause - tab

Screenshot 2023-10-02 170933.png

A very short experience in its current form (and relatively large due to the Quixel assets and lighting, sorry!). Strictly an itch.io download so use the itch.io desktop app if you'd like to see the game auto-update if I expand on it in the future. Thank you for playing and please feel encouraged to comment critically on the features that made it in or the ideas to expand listed below! Especially if you are familiar with UE5 development and found anything amateurish, this is my first actual export from UE and I'd love any resources you think could be beneficial!

Jam Resources

  • Unreal Engine 5.3
  • Quixel Bridge (3D assets and textures)
  • FL Studio (title screen music and some sound fx)
  • Critical Failure Studios (PaperZD UE plugin for 2.5D tools)
  • CobraCode (2.5D walkthroughs on youtube)
  • axulart (free character spritesheet on itch.io - https://axulart.itch.io/)
  • leohpaz (free music and sound fx - https://leohpaz.itch.io/)

Known bugs:

  • title screen aspect ratio not adapting to certain displays
  • carpet beater collectible not picking up (the item at the top center of the map)

Features that didn't make the time crunch:

  • difficulty slider was supposed to impact the environment lighting (easier = more visibility and slower enemies)
  • more player involvement through an ability (e.g., collect a single-use flare that slows and reveals enemies in the throw location momentarily)
  • more diversity in items and item placement and level construction to evoke mild puzzle sensations and distinguish the items from their environment (e.g., a shiny gold bar that requires precarious motion through a predictable patrol pattern) as well as replay incentive to feel challenged to collect more than the minimum number of items

Ratings

Given 11🗳️ 9🗨️

Feedback

Knildropi
03. Oct 2023 · 22:17 UTC
4gb download is a bit big for a GJ, but its probably just unreal being a heavy engine compared to Unity and the like. I played a bit and liked the concept and atmosphere. Would be nice to highlight the keys you need to progress, becuase it took me some time to understand those objects were collectables. There is def some potential here, keep up the good work!
Eliyud
04. Oct 2023 · 15:24 UTC
Sorry, but 4gb to a JAM project is somewhat inappropriate. I really like the prints, but 4gb don't feet in a limited space!
Coro_yy
04. Oct 2023 · 15:45 UTC
I'm with the other testers. 4GB is a bit too much, especially for such a small and simple game. I liked the idea of it, but would've prefered if the items also spawned randomly inside the room and not just the edges, which makes it way too easy. But you kinda managed to make the theme work.
Silas Reinagel
05. Oct 2023 · 03:09 UTC
Nice use of the theme.

I really like the conceptual art vision here. I would love to see the visual style evolved further.

The creepy mansion music theme really fit.
fabula_rasa
05. Oct 2023 · 22:42 UTC
Interesting interpretation of the theme here. I really liked the lighting in the game and the concept is solid. The music is really well-chosen and fits the mysterious atmosphere. The graphics on the other hand is not so well-chosen - you have like a mishmash of three different styles there, and they do not gel together well., but rather create a bit of a mess.

The core loop is enjoyable and finding what you need is challenging. I wish there was more background to the story. I'd love to know who my character is and why is he stuck in this dark space. Why he has to gather all those things and why those things? Maybe in some pop-up with a bit of info when you pick up an item. That would add a lot to the atmosphere.

I think enemies are too "unfair" though. They move very fast and, as you don't see them in the dark, it sometimes feels impossible to avoid them. Also, the well-lit area didn't seem to be as safe as promised :laughing: - when I was hanging around in there for a longer time, the enemies came anyway.

I think you have an interesting concept here that can be built upon.
ellaris
07. Oct 2023 · 10:13 UTC
- Way too big, and pretty short.
- The enemies seemed to flash all over the place, it was hard to see them when they were standing, but this made it annoying.
- The visibility was too low, I basically went through the game blind.
Zeias
20. Oct 2023 · 17:08 UTC
Big game but interesting!