No-End-To by Veynam
No-End-To is our first attempt at a simple first-person horror game where the players goal is to get out of an escape room-like scenario, but the catch is that with each escape the room slightly changes and the player is forced to repeat the cycle.
Honestly, feel free to go ham on us, criticism is much appreciated. This was challenging yet a heck of a lot of fun. From this point on, we hope to participate in more Game jams in the future, and, hopefully, keep improving our game development skills.
This project was supposed to be significantly bigger, with additional features such as:
-The ability to pick up and carry objects (Amnesia style)
-Live room/texture morph akin to Silent Hill series;
-Timed rooms with special outcomes if the player would fail to escape within a certain time;
We did mostly everything from scratch, so it is natural that these things would be cut, considering our limited experience and 72 hour deadline. Lessons learned.
-Textures used from Adobe Substance Painter
-Font used from https://www.1001fonts.com/ptolemy-font.html#waterfall
-All of the models and sounds were created by us using Blender and Adobe Premier.
Controls:
AWSD - Movement
CTRL - Crouch
Mouse1 - Interact/Use
Sorry about the high mouse sensitivity;^
When you beat the game, it will just close. Thank you for playing!
Ratings
| Overall | 1621th | 2.556⭐ | 20🧑⚖️ |
| Fun | 1602th | 2.333⭐ | 20🧑⚖️ |
| Innovation | 1505th | 2.528⭐ | 20🧑⚖️ |
| Theme | 1175th | 3.222⭐ | 20🧑⚖️ |
| Graphics | 1151th | 3.167⭐ | 20🧑⚖️ |
| Audio | 929th | 2.861⭐ | 20🧑⚖️ |
| Mood | 1076th | 3.139⭐ | 20🧑⚖️ |
| Given | 20🗳️ | 6🗨️ |
Can I actually win or loose the game?
ps: My game remembers how little you have in relation to the atmosphere of terror, but mine is in 2D haha
There is a lack of visual feedback (highlight the key, text "left clic to grab key", is the key in "inventory", ...).
Also, mouse movements were wierd and too fast.
It's a nice starting point anyway, keep going =)
I did notice the camera's near clipping plane is set too far out, so when I get close to a wall I can see through it. Unity lets you set this on the camera component, which prevents this.