lmao yeah, the programmer had to leave for the last couple of days of the jam so I did a pretty bad job at implementing the game over screen myself. What was supposed to happen is when you reach the end of the level, there is a visible collider that you touch and that triggers the game over screen. The thing is, I forgot to specify which colliders should be allowed to interact with that one, so instead of just the player model colliders being valid, ANY colliders can trigger the endgame - including the railgun and rocket launcher projectiles. So what happened is you probably shot the endgame collider by accident hahah
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Thank you so much, I'm glad you enjoyed it! The game could use some more balancing and polish so both the 2D and 3D aspects would be better utilized, but I'm happy you got at least one good look at the bedroom! I had a lot of fun and put a lot of effort into making it look good and immersive. The rest of the team did a lot of good work too, and I agree that the intro video was great!
Thank you so much! That's unfortunate though, I wish you could experience it with a stable performance. I will say that that might be partly my fault, a lot of the 3D models are not optimized at all since I had to do them in such a hurry for the jam, but maybe later versions would run better for you after I bring the polycount down! Also other general performance optimizations and options would help, we tried to keep it as smooth as we could but you know how game jams go lol
Thank you so much for the kind words, I'm glad you enjoyed the game! We worked really hard on it and we're happy to see people playing it! About the mom, her movement behaviour is somewhat randomized, so it is very possible that you just got lucky on a few runs. The 2D game is also pretty short so it is very feasible to complete it without and mom encounters if you're lucky enough. Future versions would definitely see tweaks to both systems!
Also, thanks for the follow! We have some other jam projects on my profile that you may like, and we've got plenty of plans for the future!
Thank you so much! I did the 3D stuff on this and it was my first time doing fully-fledged models for a game, it really was a ton of work, but it's great to hear that it was worth it in the end! I'll post some of the assets later on my Sketchfab account, maybe make some of them freely available!
About the 2D game's background, I think I know what might have happened... The 2D game's map's boundaries are pretty broken in this build, so you can very easily clip through the walls, ignoring the collision. Outside of the walls is just a black void, so you might have just clipped through and was stuck moving outside forever. Really unfortunate, but it happens on jams! Thank you for playing though!
I mean, to be honest, there isn't much else we can do to differentiate the past and the future other than textures and models... Because of the seamless time travel mechanic, we can't have different level geometry, because otherwise the player would easily get stuck when time travelling - there are already a few instances where this happens, actually. We had plans to have an additional enemy type for the future that had to be cut due to time constraints, but other than that, I can't really see how else we could have differentiated these timelines on a jam build.
When it comes to the weapons, I still don't really get what you mean... All the weapons play differently except for two, the two automatic ones, and still, their only difference isn't just "being from a different time period", they have different proficiencies against different enemy types. The reason why you would choose between weapon A or B is the enemy you're currently fighting. The MP40 is twice as better against future enemies, and the Laser Rifle is twice as better against past enemies, to encourage weapon switching while also having a fast-firing stagger weapon for both situations. It's kinda like Doom, you can play through the whole thing with just one weapon and it will feel samey, because that's not the optimal way of fighting.
M1 Garand is your safety net and you'd only ever use it when you're out of ammo, MP40 and Laser Rifle are the auto stagger weapons, the shotgun is devastating at point blank range (especially against future enemies) and has less spread when aiming down sights, the rocket launcher is a AOE weapon with blast damage, and the railgun is a guaranteed one-hit kill to all enemies except the strongest one, with infinite penetration.
Also, you can shotgun jump with the shotgun! We don't explain that because it's a fun mechanic to discover (and you can also pretty easily boundary break with it), but it's there. The Railgun also has this effect, but its knockback works on any direction, so you can even use it to cheese the platform puzzle.
Thank you for playing! Sorry you got disappointed. Could you go into more detail of what you think was badly executed? Would love some more feedback. When it comes to the guns, they do need a bit more balancing, but I'm not sure why you think that they all feel the same... There's the Railgun and the Rocket Launcher that play very differently, and when it comes to other guns like the MP40 and Laser Rifle, they are meant to be similar, but play different roles: guns from the future deal more damage to enemies from the past, and vice-versa. So even though the two automatic weapons feel similar, they each have their specific purpose, and are meant to be parallels of each other. They're really the only two that I can see being comparable, since the M1 Garand is a basic workhorse starter weapon and the shotgun is, well, a shotgun. When it comes to damage indicators, I agree, we need those, and we'll definitely have them on future versions!
The level of polish in this is insane. It feels really authentic to the PS1 while also feeling very unique but nostalgic for some reason. This game checks all the right boxes and is definitely one of the strongest contenders in this jam. The only criticisms I would have is that the rhythm sections could be a lot easier when they first start (or have a difficulty option), and some mechanics need to be better explained. But hey, I felt just like I did as a kid when I played the PlayStation and wasn't really sure what I was doing until I got a grasp of it after a while, so I think for the purpose of this jam this even gives you extra points. Great work!
Top tier entry! Loved this game, it feels really polished and is very authentic to the era. I love how chill it is and exploring feels great! All the effects are on point, and the further away islands only rendering when you get closer not only helps the game feel more authentic but also is great for exploration and immersion! Also the intros are really good, wish we had enough time to have done something like that on our game. Great work! One of my favourites on this jam
This is really good! I love the graphics, the idea is really cool and the implementation works great as a proof of concept, although I do think it needs a bit more polishing for a future release. The keyboard controls were really janky, and I loved it! Felt very authentic to the PS1, even if I was playing on a keyboard. I would like the inclusion of a more "modern" control scheme as an option, though. The biggest issue for me was the music, it was honestly a bit annoying and it didn't help that it looped so frequently. The puzzles need a bit of work, but overall, this is a great entry! I love the transition between worlds and the effects are awesome!
I like the game and the aesthetics are really cool! I did find it a bit frustrating at times, because the monster is too fast and if it sees you you're basically dead with no chance of escape, so it would be cool if there was some way for the player to hide again after being spotted. Still, very nice entry, great work!
This is very cool! First of all, respect for using the Blender game engine, we don't see much of it around these days. The graphics on this game look really awesome, honestly this just oozes style (the moving fan shadows got me drooling). Would love to see this expanded somehow, although the level does feel a bit repetitive. Also really appreciate the retro control scheme on the controller, with dpad camera controls, felt really authentic!
Wow, this is insanely good. Like, top tier stuff, honestly. I hope you win this jam, everything on this screams quality. I love the creepy vibes but with balanced funny dialogue, I like the visual gags and I absolutely adore the visuals and sound. This whole thing is a vibe. Only criticism I would have is the walking sound, it's a bit annoying, especially when your character interacts with something and gets stuck on the walking animation. But other than that, pretty much perfect jam entry, great job guys