SNIFF by dyfer
SNIFF is a game in which you can use drugs on yourself or your enemies to get out of a crazy hospital ! But beware of side effects ...
We created all assets, 3D models, animations, sounds, scripts, level design, concept during the last 72 hours and we've been very ambitious with this game that could be widely improved but we strongly suggest you to try it because that's a really insane experience ...
BugFix : After two days we decided to do a minor update to fix the MouseLook bug when player is upside down.
BugFix2 : Ok, it's been almost three weeks now that we made SNIFF and we decided to publish a fixed version of the game. Character controller is way better now so you can normally jump over rays. We also made the drugs easier to pick up and they are not ignoring enemies hitboxes anymore. Enjoy !
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Controls:
Pick Up : E
Sniff : F or Command
Throw : Left Click
Switch : Right Click
Jump : Space
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Game by Aby Batti (@Tzabslo) & Ferdinand Dervieux (@Dyfer08)
music by Romain Dorey
Drugs are BAAAAD !
We created all assets, 3D models, animations, sounds, scripts, level design, concept during the last 72 hours and we've been very ambitious with this game that could be widely improved but we strongly suggest you to try it because that's a really insane experience ...
BugFix : After two days we decided to do a minor update to fix the MouseLook bug when player is upside down.
BugFix2 : Ok, it's been almost three weeks now that we made SNIFF and we decided to publish a fixed version of the game. Character controller is way better now so you can normally jump over rays. We also made the drugs easier to pick up and they are not ignoring enemies hitboxes anymore. Enjoy !
---------------------------------------------------
Controls:
Pick Up : E
Sniff : F or Command
Throw : Left Click
Switch : Right Click
Jump : Space
---------------------------------------------------
Game by Aby Batti (@Tzabslo) & Ferdinand Dervieux (@Dyfer08)
music by Romain Dorey
Drugs are BAAAAD !
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.64 | 176 |
| Audio(Jam) | 3.39 | 227 |
| Fun(Jam) | 3.29 | 335 |
| Graphics(Jam) | 3.94 | 198 |
| Humor(Jam) | 3.06 | 423 |
| Innovation(Jam) | 3.80 | 104 |
| Mood(Jam) | 3.71 | 120 |
| Theme(Jam) | 3.92 | 128 |
nice shaders though :)
I agree this is a concept to explore. I'm still on red drug :p.
I found that you can go super fast by holding 2 movement keys (W+A or W+D). You can clear really big gaps this way... I got myself stuck in an area I wasn't supposed to have access to.
What lets you down I think is just a product of the rushed development - the controls feel floaty and difficult, and the difficulty scale is sort of all over the place. I had a lot of trouble lining up my drug bottles.
I hope you expand on this post-jam, you got something here!
I'd 2nd others comments about tightening the controls, and perhaps the check-pointing.
The pills go through the orderly when you throw it at them - I guess the collision is only with the ground, which seems like a bug.
Then a pill making you go through doors would do what to someone else? Surely the same thing? It doesn't make sense mechanically that way.
Sometimes the mouse seemed to lock up without any reason I could tell.
Generally good, but I'd like to see more mechanical consistency for this to be fun.
However, movement is quite bugged (unnormalized) Diagonal speed is much higher.
And this game has some really good UI.
Check ours too if you want http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44367
When an enemy caught me, there was an Unity console error.
I just want to comment please add checkpoint notification.
We take note of everything you tell us and be sure that we will implement and fix SNIFF to offer a better experience.
Actually we just pushed a little bug fix that was really annoying: the mouse look problem. During the JAM we did’nt get the time to implement a smooth Mouse Look when Player is going upside down. It was a pain in the ass but in the rush we let it like this and submitted a buggy version. We just fixed that and we have to say that’s wayyyyy better now.
There is of course a lot more to do but for now we want to let the game as we did it during the jam.
As a few people asked for it and we want to go further, we wil do a post jam version and implement a few ideas you gave us like checkpoints feedbacks, better tutorial, physic corrections, etc…
THANKS again for your support and be sure that we go rate games of each people who posted a comment on this page.
Much love and JAM spirit !
Anyway, these are just details, you have done a great job!
Great stuff, good graphics, cool mechanic. A bit hard but I beat it and I like challenging games.
Srsly: Very Funny Idea....Drugs as a Weapon.
Nice Sounds
The Graphics: Well 3D Game for 72h Jam, nothing more to say so its fine.
The only thing i dont like: After 10 mins. of playing i still didnt found sth. like Game Goal. Maybe a tutorial or Hint is needed
These are super minor complaints though, the only reason a game like this wouldn't get top 10 in Ludum Dare is just because the competition is so competitive. Basically, you made an awesome game and you deserve a high ranking for it.
CH
good job with this hallucinogen
Loved the theme, graphics, and gameplay. I don't have any cons, really, just that I would love to see a more developed version of it1.
As others noted, the controls were pretty hard to work with, and having to return all the way to the start was frustrating in a "I think I'll go do something else" way, not a "oooh, I'll beat this if it's the last thing I do" way.
The drug effects were cool, and just enough to make motion difficult. It would have been neat to see a location that explained why drugs allow you to walk through walls, etc -- the asylum is (again, as others noted) a bit of a tired idea, and the least exciting part of the game to me.
Still, super cool work, and a great accomplishment for 72 hours!
* It's quite difficult to pick up drugs, they are small.
* They just fly through an enemy. Why not exploding upon colliding?
* Checkpoints don't save your angle, and you might respawn facing backwards.
* Some objects are not visible through glass sometimes, like enemies and drugs (including those in my hand).
* Seems like the "windows" key is also a hotkey for sniffing.
* You are caught when you barely touch an enemy. If you walk from behind, you get caught without getting noticed.
* I found some drugs just floating in the air, twice. For the first time, it was a red dose flying high somewhere after a big floorless room, I couldn't pick it up, maybe because it's too high. The second time, it was 3 flying blue doses in the last corridor, I could pick up them, but the cursor only changes when I hover over one of them, not over other 2.
* I can abuse checkpoints to lose/gain drugs I get when respawning, though I'm not sure how. I lost 1, then gained 2, then gained 2 more. It was by the last corridor.
* Seems like I got stuck in the ceiling just before the last room. I was able to move, but my field of view was jumping up and down.
Sorry for the wall of text. Also, another problem is that I don't feel my legs. I mean, jumping is difficult, I died on lasers so much! Like, seriously, maybe you wanted to make a game about how bad drugs are, but lasers seem a lot worse.
Other than that, the game is great. I liked the level design a lot, you seem to give many choices about how to pass a room. And it was quite atmospheric, though I wish you made the scenery more detailed and various.