The Salatroitsk Incident by DrunkardWolf

'The Salatroitsk Incident' is a short PSX-style horror game set in a fictional Russian city after a nuclear incident. You've been sent to collect rock samples for research purposes, however have been warned of rumours of a strange mutant abomination roaming the area. Collect 6 samples by following readings on your Giger counter and escape before the monstrous abomination fuses your body into its bubbling fleshy mass.


How to play:
Use your Giger counter to track down and collect the 6 radiation samples. The CPM will be higher as you get closer to targets.
Keep your distance from the abomination, shooting it will cause it to temporarily retreat, however this will be less effective as you collect more samples.
Once all samples have been collected, find your way back to your vehicle to escape.
Controls:
WASD / Left Joystick - Move
Mouse / Left Joystick - Look
Shift / Left Joystick Press - Sprint
E / South gamepad button - Interact
Left Mouse / Left Trigger - Fire weapon
Right Mouse / Right Trigger - Bring up Giger counter
R / West gamepad button - Reload
Ratings
| Overall | 60th | 3.973⭐ | 75🧑⚖️ |
| Fun | 199th | 3.562⭐ | 75🧑⚖️ |
| Innovation | 361th | 3.104⭐ | 74🧑⚖️ |
| Theme | 421th | 3.082⭐ | 75🧑⚖️ |
| Graphics | 20th | 4.372⭐ | 76🧑⚖️ |
| Audio | 41th | 3.952⭐ | 75🧑⚖️ |
| Humor | 326th | 2.445⭐ | 57🧑⚖️ |
| Mood | 2th | 4.493⭐ | 76🧑⚖️ |
| Given | 26🗳️ | 3🗨️ |
Btw there's a little typo in you controls description ;)
Having said that, I know that my submission suffers from the exact same problem of players feeling lost. It's interesting to see how you went about addressing it. Overall the game wasn't so difficult that I had to put it down. I finished it in 6 or 7 minutes. Perhaps it was knowing that there was a finite number of rocks I had to collect that gave me the determination to keep going.
Nitpick and I know this is the compo but I didn't enjoy some of the sound effects. For the Geiger counter on/off sound I think there was too much reverb for the situation. Just a dry beep, or the clicking of a plastic button would do. For the empty magazine sound, it's usually a click, not a buzzer. For the gun reload, it just doesn't sound like a reload in any game I've played. There was no satisfying click, and the sounds that were there were just very harsh on my ears. I don't know how you would have recorded sounds for that though. The closest thing I could think of was maybe a plastic battery cover for loading the clip and clinking keys (??) for cocking the gun.
Reminded me of Slenderman, even though the monster kept my sanity at check by letting me know where he was (but he still scared me when I had to reload the gun)!
The constant presence crawling behind my back sent shivers down my spine, especially when I realised that with each rock sample gathered it was getting faster and faster. This game is so immersive and atmospheric that I sat with my headphones and couldn't stop playing it, even though I am usually too much of a wimp to play horror games. The sound indicators of the monster were a good idea, I hate jumpscares so this made the game enjoyable for me :smile:
Very good submission, definitely unique and worth playing. Good job!
Maybe the monster was a bit easy to scare off, but it still made the game feel really unsettling, so it does it's job very well.
I was streaming my playthrough of some games and made a recording of it. I hope it will be helpful for you to see a first-time player's perspective of your game: https://www.youtube.com/watch?v=88rtTOXawsw
I'm starting to play your game at 58:16
The theme is touched on with the radioactivity / chemically unsable, and maybe the user's unstable state, but I didn't feel it so much in the gameplay. If you really wanted to play to the chemical instability, maybe have some of the rocks turn into little rock monsters when you get up close. And maybe have the gun jam. Maybe have the player walking on a frozen lake, where the ice starts to crack.
As far as navigation goes, yes there were landmarks, but the entire terrain felt a little silly. The road markers at the beginning were great, but then the terrain turned into this giant bare bowl? A map would have been nice, maybe a car alarm so you can use audio to find your way back, or even the ability to climb the hills and get a better vantage point.
EDIT: Also great job on the polish! No bugs or weirdness whatsoever.
All that said, I finally played through your game in the editor preview window. WOW. The atmosphere is stellar, the enemy is just enough of a threat to keep you on your toes, and best of all, it's a horror game that doesn't make you _entirely_ powerless. I can't stand the Amnesia approach of making the player useless, and having a small arms that can deter but not stop your greatest fear is a fun mechanic I wish more developers understood.
I found the game to be a little bit easy, but maybe this was because I didn't run out of ammo if there is any kind of limit. The vignette was a nice touch as it warned me of the monster's presence just moments before it took me down, and from that point onwards it was a mad dash for that last rock. You once again have proven that you know exactly how to tell a story through atmosphere and give away only the bare minimum for context.
I would like to point out that I did run into an input bug, whenever I was walking diagonally there was a chance that my input could get stuck moving in a certain direction and refuse to change. It wasn't ever a gamebreaking problem, but occasionally got on my nerves and stuck out like a sore thumb in what was otherwise an incredibly polished entry.
The technical hurdles were all worth it. This was spectacular. Congrats on yet another Compo entry that leaves everything else in the irradiated dust.
Now, on the topic of what went wrong when building for Linux... I'll have to do some further investigation but it seems like the issue I ran into is because no camera or any other rendered _anything_ is present on the left and right sides of the screen. I believe that you may be able to work around this by rendering entirely blank UI canvases or cameras on the left and right sides of the screen, but I may need to do more investigation.
EDIT: Creating a camera that sees only the solid color black with a W/H of 1/1, no letterboxing script, and a culling mask of nothing seems to have done the trick. By setting depth to -500 it stays out of the way and simply covers areas of the screen that would otherwise be a don't clear.
I now have a working build on my system. The issues were as follows:
- If you used a technique to posterize colors or cut down on resolution, it appears to be broken in this version. Looking at the Inspector, I believe the cameras in the source code are missing a Script responsible for the low resolution buffers.
- Intense Z-fighting on the Giger Counter-- fixed by slightly raising the meter/display plane above the geometry
- Color flashing on black bars-- fixed by a dummy camera that renders solid black at depth -500, culling mask of nothing, in both game scenes
I have footage of a second playthrough on this scrapped-together port (built just before fixing the z-fighting issue I mentioned) which can be seen below:
https://youtu.be/Cv38HnY0k4c
For fixing the posterization, I think it may be doable using Unity's 2D Pixel Perfect Camera package and the posterize script from dsoft20's PSX shader. If you're interested, I could probably have this port tidied up and sent to you some time early next week.
The atmosphere was great and I loved both the sounds and visuals a lot. I think the lack of music really helped the maintain the feeling of tension in the game.
My main criticism is that a lot of the sound effects were a little bit too video-gamey for my taste. They broke my immersion somewhat and made the game not quite as spooky as it could have been. Instead of bleeps and jingles, I think the sound of clicking switches or rustling equipment would have worked better.
I didn't get lost while playing, but I can understand why some people complain that they did. The buildings and landmarks in the background were really good, so perhaps positioning something distinctive behind the car (like the Ferris-wheel) would make it easier to find the way back there?
Anyway, these are minor complaints. I think you did a really good job.
Also, good name haha. We both had similar ideas with that
I love that the screen dims when he gets close so it never feels unfair if he sneaks up on you, however the pistol having so many shots and it only taking one to deter him as well as him not going that far just meant he wasn't much of a threat, couple that with sprint and he's more of a nuisance than anything else, I wish the difficulty here was a little better.
The mood was freaking amazing and I loved even the little clicks for the menu options and the environment, the Geiger counter it was great that you had to hold down RMB to open it so the ticking doesn't give you a headache.
I loved every little bit of this. Gameplay wise it was a little lacking as aforementioned but it's just so solid.
Graphics feels like you play Minecraft in RTX mode. I would play this game one more time if the graphics could be improved to a suitable level.
It would be also nice to have a minimap to help with orientation.
Fog is cool, but sometimes it is too much of fog.
Game feels something like "You Are Empty" or "Cryostasis"
Sound is good, all actions have their sound. The only thing that was missed is the ambient sound (and graphics settings in menu :)).
If this game has been released 15 years earlier it would have gained its popularity :)
Thanks a lot guys
I would have liked to see more.
I did have trouble reading the font, but it could have been a resolution or aspect ratio problem.
Reading such weird comments in here... I'm very glad that any jam or compo game would be easy, and I don't see how I can complain or recommend extra features - when either they aren't needed, or aren't there because of time :p
We all did the same event right? Seems like some folks here got to use the time chamber during LD ;)
Cheers!