They need attention by Dock Frankenstein
Description
You are on an old closed off ride, that hasn't been visited in years. Some things don't work, so it will be your job to fix any issues you encounter on the way. There are rumors that the ride was abandoned due to the attractions acting strangely when not being observed. Now it is your job to find out...

How to play
You have too keep looking at the attractions, while trying to fix the coaster. If you ignore them for too long they might start behaving... strangely... WASD - move E - interact LMB - Pick up RMB - Place down Back quote - console All key preferences are adjustable in the settings

Tools used
- Engine: Unity
- Render pipeline: URP
- Additional tools:
- qASIC
- Pro Builder (prototype room)
Credits
- Jaworz - art
- KubikZ - code (interaction, inventory, damage), sound effects
- Dock Frankenstein - code (movement, animations, menu, AI), sound effects, level design
Extras
The game is using qASIC v0.1.3 and it's cheat console. You can toggle it with the back quote key. Currently there is an issue with the game and you are unable to remap that button. You can see the full list of commands by running 'help'. If you would like to see the prototype scene, simply run 'scene prototype'.

Ratings
| Overall | 987th | 3.341⭐ | 43🧑⚖️ |
| Fun | 1150th | 3.037⭐ | 43🧑⚖️ |
| Innovation | 730th | 3.317⭐ | 43🧑⚖️ |
| Theme | 1230th | 2.963⭐ | 43🧑⚖️ |
| Graphics | 651th | 3.72⭐ | 43🧑⚖️ |
| Audio | 372th | 3.659⭐ | 43🧑⚖️ |
| Mood | 107th | 4.122⭐ | 43🧑⚖️ |
| Given | 25🗳️ | 28🗨️ |
Thanks!
Amazing job! It is very well made and the atmosphere is so creepy. Well done!
Congratulations for the game!
@basset-romain I think having little feedback from the attractions make them more mysterious as you don't know what they are supposed to do. Once again I think you got stuck because you didn't look for long enough. On paper players should react quickly as they are scared of "the monsters"
It would be nice to know who did what in your team, and what (if any) assets/tools etc were used to make the game.
Thanks for sharing!
I assumed, by the name of the game, that I had to look directly at them, that part wasn't fully clear to me.
Very nice art and setting, really good job, Congrats on it!!
On the puzzle design, I'm going back and forth in my head about how appropriate the challenges were. You definitely encouraged the player to test out theories rather than handing them the exact script--a true, hardcore puzzle! I do wish the right-click / left-click operation was tutorialized, but I figured it out eventually :)
You really dialed in the amount of slack the player has to look away, such as with the ghost I felt like I barely had enough time to even sit through the crank animation. That felt unfair at first, but once I planned which knobs took the longest ... I got through it. In another comment you said that I "received" more time the longer I paid attention to the attraction--I didn't test that out.
The last puzzle was definitely the hardest, and to be honest I am not sure I actually figured it out. I tested out a lot of different theories (order of switches, timeout, something like binary switches). Sometimes it seemed a little non-deterministic, as I repeated the order of switches, but got different ones flipping back at different times. (**SPOILER**) What ultimately worked was flipping the switches and waiting them out. If they flipped back, I flipped them again ... and I did this until they were all on.
Overall, each level design was simple but sufficient, and the assets were well done and definitely spooky! The puzzles were a challenge, _but I actually tried until I solved them_, which I think is a testament to the quality of your final product! Most jam puzzle games I don't really want the satisfaction of solving. I think you definitely ought to be commended for a JOB WELL DONE.
I think the last one was a bit too tricky as the lights switch off too soon
But overall i really liked it ! Congratz
good job!
On the first level when I was opening boxes, the fact that I couldn't turn around while they opened made everything so much more tense, I thought that was really well done. Although struggling to get the item out of the box once I found it didn't add quite as much, it felt more just like a bit of a rough edge because of the jam time constraints.
It wasn't clear to me whether looking away causes a timer to go up that resets when you look back, or whether it's a timer that constantly climbs up? Sometimes it seemed like I could reset it by looking back, and other times it felt like I'd used up the whole timer so the second I looked away I'd lose.
Incredibly creepy game here, great job with that :smile: :ghost:
About the AI: you can see [in the source code](https://github.com/Outgrass-Studios/LudumDare49/blob/main/Assets/Scripts/Entity/EntityController.cs) that each AI has a patience level. This level has a limit and runs out when you don't look at them. If it reaches zero, it triggers an action (eg. builderman throws bricks). You can restore the patience level by looking at the attractions, but it takes some time (eg. arsonist: 4 seconds).
You were right about the colliders. We didn't add any compensation for picking up, so in the case of very fin rails it was hard to pick them up. Another mistake was in level3, because our system didn't support multiple colliders and the Owl has two. We use the collider for the wings so there are some angles where you technically see the Owl, but it still triggers.
Anyways, thank you for playing our game
https://www.youtube.com/watch?v=01dcU5RDzZk
This felt really nice and polished though and feels really well balanced with the amount of time you can look away. The two puzzles I got to see seemed obvious enough but not handed to you on a silver plate. I like that you were open to interact and move around as you get railroaded in some puzzle games completely negating the puzzle aspect... I like how you split the levels as well in a very smooth way.
The graphics and sound really create that tension and atmosphere especially with random cut outs and sound effects when you turn away like they could be doing anything while you're not looking... Terrifying...
I usually try to come up with some construstive criticism but I'm struggling since this feels very well put together. Although maybe I would have been able to if I'd kept playing!
Overall, really well put together entry!