Deeper than Beyond by Runuchok

Premise
International Space Agency arranged human manned mission to the center of black hole. Your task is to gather visual and conscious data. While you travel beyond event horizon your vessel will be shielded with AGFC (Antigravitational Flux Capacator) Good luck commander! You are making history!
Gameplay
Take control of vessel that will end up in singularity! Gameplay is more like FNAF series, player is allowed only look around, and interact with environment. While descending to singularity, you will need to keep systems of your vessel in stable state.
How to play
- LMB to "zoom in" on interest points, RMB to "zoom out"
- When interacting with devices use LMB click, drag. All those switches, nobs, buttons will interact in intuitive way with LMB
- You need to interact with computer to start game! Type "init.deorbiting()" and press ENTER to send command!
Other sutff: - In case of switches: Turn all the switches in up position. - In case of gyro spinning wild: Using buttons try to stop spin and position bright dot in center. - In case of unbalanced batteries: Use 2 switches to balance charge between all 3 batteries. - In case of wrong oscillation: Use 2 nobs to tweak (white) wave to desired (orange) state. - In case of software malfunction: Type suggested commands to fix malfunctions.
Video
Here is full playthrough of the game!
https://youtu.be/S0tq728cZvU
Ratings
| Overall | 194th | 3.767⭐ | 32🧑⚖️ |
| Fun | 381th | 3.433⭐ | 32🧑⚖️ |
| Innovation | 147th | 3.81⭐ | 31🧑⚖️ |
| Theme | 332th | 3.767⭐ | 32🧑⚖️ |
| Graphics | 121th | 4.05⭐ | 32🧑⚖️ |
| Mood | 158th | 3.75⭐ | 32🧑⚖️ |
| Given | 96🗳️ | 39🗨️ |
Notify me if you can build other version
The modelling work of the space craft interior is very good, but the grey textures were a bit boring. It would have been nice to see something to make it feel like a real space craft and not just a room full of minigames. Perhaps a metallic industrial look (with some yellow and black hazard stripes?) or maybe a sleek, white plastic look... But I'd consider it a low priority given the time constraints of the compo.
Sound effects would also have been a big benefit to a game like this. Alarms and klaxons would help alert the player when systems need fixing (especially if each system had its own unique warning sound) and sound effects like venting air or creaking metal would go a long way to building tension and atmosphere as the AGFC stability gets lower and lower. It seems like looking at the main screen is the only way to tell how close you are to losing, but when things got frantic, I didn't have the time for that, so when I lost it felt a bit abrupt.
All the switches and screens make it so immersive.
Some degree of tolerance would be nice in battery and oscilloscope minigame but overall i like it.
The interior is quite detailed and lighting fits nicely.
All of the devices are cohesive and realistic (as much as a black hole spacecraft could be hehe ;p).
Difficulty rises with the playtime and it makes the game very nerve racking but in a good way.
I saw your model work in progress and i'm glad i found it again to see the final result.
Good job and thanks for the game ;p
For example when I tried typing code to one of the devices new line appeared as soon as I have finished typing the other line. Kinda same with the other devices. So at the end I chose the strategy of interacting with only two devices that look the least time to repair. But yea that would be my only problem, I liked your game very much.
The main issue I had was balance, it felt much too difficult for a casual jam player, I was only able to get as close as 7% in 3 tries. What I found most frustrating was when a machine I was in the process of working on would re-break; I understand the realism of it, but considering user experience it would have been a nice touch to prevent that from happening. I was also discouraged by how, given the finite health and increasing difficulty, early mistakes can become unrecoverable no matter how well you play later in.
Regarding the machines themselves, the the switches were quite easy (but I feel good for gameplay, as they're a quick thing you can just go do), the console was a cool idea that my own cruddy keyboard ruined for me, and the wave thingy was very creative and fit very well. I wanted to like the 3-bar thing, but it seemed to demand more accuracy than I could muster with the given interface. The spinning sphere was a cool idea, but in practice it got so out-of-control, and took so long to fix, that it felt like a waste of time to even bother with.
My last criticism is the lack of sound, in my opinion I'd rather have seen sound than a 5th machine, it would have really solidified the atmosphere.
Overall, I had a lot of fun with this, the high-pressure atmosphere is great, the visuals are a spot-on in their minimalism, and somehow I got the feeling of actually descending into a black hole despite literally no direct visual indication of such.
Although personally the Gyro ball just isn't good in the same bubble as the other puzzles, because: Pressing the directional buttons never feels like it's "enough". The wild, multi directional movement of the ball is barely affected by your own input, and you can only hold 1 button at a time.
In this minigame, you have to constantly do something for extended periods to get minimal profit. Meanwhile, other minigames have shorter actions the player has a more preciste control of, such as the wave calibrating minigame.
That aside, this game was very fun, but could really use some audio. Silent games feel off, specially one with visuals as good as this! Congrats on making something of this quality.
The 3d models and gameplay were really polished for a 48hour game, awesome job!
The console was a nice touch, although I would have wished for things like Ctrl+Backspace and autocomplete to work.
I know you know this, but it could have really benefited from sound. The feeling was intense and sound would have added a lot. It also would have been nice to know what percentage I was at as well as how close I was through some audio or maybe a visual cue?
I don't really understand your decision to make us type the commands into the console at the beginning. It took me three attempts to get the instructions because I kept pluralizing the wrong things! Then I didn't use the console again for the whole time. Maybe add something another puzzle in the console?
Overall, very nice work. I don't want to sound overly critical because I enjoyed this and it did a lot of things right. Well done!
My only problem is the gyro-ball mini-game. The idea of that mini-game in itself is good. But currently, player input has almost no effect on ball speed. So it becomes almost impossible to stop the ball when things get out of control, and the ball is spinning like crazy.
Besides that, it was a fun game! Good job!
Good luck!