When Senses Signal by RapidRaid

[raw]
made by RapidRaid for Ludum Dare 59 (JAM)

Entry to to Ludum Dare 59 GameJam.

Also published on Itch.io: getraid.itch.io/when-senses-signal.

If you want to fullscreen the game, scroll the player window a bit down.

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Description:

Feel the room but literally. Use touch and sound to navigate through those mysterious test chambers

Controls:

  • Tab/Esc - Pause Menu (adjustable mouse sensitivity + audio).
  • Look around / Use Hands: Mouse
  • Interact: E
  • Use Vision: Left Mouse Button
  • Movement: W - Move forward A - Move right S - Move down D - Move right

Credits:​

Code: SitronX, RapidRaid
3D: RapidRaid, SitronX, CC0 Assets
SFX: Freesound.org, CC0 Assets

(Basically we did everything. AI code assistants were used.)

Ratings

Overall 672th 3.184⭐ 21šŸ§‘ā€āš–ļø
Fun 734th 2.789⭐ 21šŸ§‘ā€āš–ļø
Innovation 333th 3.526⭐ 21šŸ§‘ā€āš–ļø
Theme 431th 3.737⭐ 21šŸ§‘ā€āš–ļø
Graphics 496th 3.611⭐ 20šŸ§‘ā€āš–ļø
Humor 336th 3.028⭐ 20šŸ§‘ā€āš–ļø
Mood 722th 3⭐ 19šŸ§‘ā€āš–ļø
Given 17šŸ—³ļø 15šŸ—Øļø

Feedback

richjbaron
Apr 21st Ā· 05:47 UTC
Wow you're either incredibly productive or there's a lot of assets you didn't make in here... The amount of effects, 3D graphics, unique assets in the game is incredible. Amazing work!
šŸŽ¤ RapidRaid
Apr 21st Ā· 07:57 UTC
@richjbaron Thank you for your comment, though it is disappointing to see these accusations. We worked incredibly hard as a duo over the 3 days (97 commits) to create everything ourselves, except for the explicitly credited CC0 assets.

We participated without the rest of our usual group this time. Between the two of us, we handled all the programming, 3D modeling, UI, and voice acting. Music and sound design are outside our skill set, which is why there is no music and we relied on CC0 SFX (freeorg). For 3D, we also used some CC0 models from kenney.nl, Quaternius, and poly.pizza.

You can verify our capabilities and previous jams on our itch.io profiles (getraid.itch.io and sitronx.itch.io).

If we decide to open-source the repo, we will provide the link in a follow-up comment.
Ilya Kr
Apr 21st Ā· 12:07 UTC
It turned out to be an interesting idea, beautiful, it reminded me of a portal) It was a bit complicated in places and it seemed like the first rack needed to be highlighted (like a tutorial) to teach where to look, but maybe that's just me being stupid.
Seong
Apr 22nd Ā· 01:18 UTC
I was a bit stressed about having to rely on less visual data for the gameplay but it was surprisingly fun and well balanced. The Portal homage was cute and funny, I especially liked the subtle details in the writing and things like the voice recording speeding up if you finish the game before the robot stops talking. There was a major bug I encountered where if you jump onto the hydraulic press it will transport you to the top of the level at which point all you can do is walk until you fall off the map.
šŸŽ¤ RapidRaid
Apr 22nd Ā· 20:33 UTC
@seong Thank you for playing, yes unfortunately we didn't get to play test a lot and were in fact fixing bugs until the last few minutes before the jam cutoff was due. So there may be a bug in there here and there šŸ˜…. But it is completable, this much we did test :D
Big Nose
Apr 22nd Ā· 20:38 UTC
@rapidraid your allowed bug fixes after the deadline. I like the concept
evil23
Apr 22nd Ā· 20:50 UTC
I was not able to leave the first room. When I went to the door, the voice said, I had finished whatever but no matter what I did, I couldn't open the door and eventually gave up. (I tried pressing E for interact)
šŸŽ¤ RapidRaid
Apr 23rd Ā· 06:54 UTC
@evil23 Tip: You should look more around in the first room.
VerttiXPertti
Apr 23rd Ā· 11:58 UTC
I found the lever to escape the first room but then in the second one I tried a few times but always died by colliding too much. It got a little aggravating to me. The idea seemed unique and the visuals in the darkness were cool.
Pegasus
Apr 23rd Ā· 12:04 UTC
This seems like quite a cool concept, I think the difficulty expects a lot from a first time player and you end up having to wander around for quite a while before even knowing what you're looking for. I really like the concept of having to feel your way around though and the effects you've done for this area great.
Sh0ck3r
Apr 23rd Ā· 12:04 UTC
Good visual and sound design with a cool idea, but sometimes the game is very unclear, or I didn't have enough IQ... There seem to be a lot of interactive lever-type objects scattered around the locations, but 99% of them just don't work.
LDJam user 427605
Apr 24th Ā· 02:39 UTC
I'm not sure I fully understood the game.
I found it odd that we lose HP when we collide with furniture.

Otherwise, I liked the game; I realized that living with my eyes closed is uncomfortable, haha.

The number of assets is amazing, and the lack of critical bugs makes the game comfortable. You did a great job!
nexusasx10
Apr 29th Ā· 17:39 UTC
Very interesting mechanics! Maybe the game is too hard. I died like 20 times on meduim difficulty hitting walls and touching objects. I think it's because if you drop something and die then that object is not respawning on it's initial place. It would be much easier to play if they were respawnng. Anyway I enjoyed playing the game. Also nice Portal reference :)
OchPochPunk
Apr 30th Ā· 20:49 UTC
Really enjoyed your game — the implementation feels polished and the puzzles are smart and satisfying. If you have time, I’d appreciate it if you could check out my game too šŸ™‚