CONTAINMENT BREACH by wisstopher

[raw]
made by wisstopher for Ludum Dare 58 (COMPO)

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ALERT! Containment breach.

CONTAINMENT BREACH is an adventure game with a non-linear story, laced with mystery and suspense. In the debris of a galactic war, salvage crews are tasked with picking through the wreckage to make a quick buck. But what if they find something that should never have been found? Players must navigate the environment and piece together the story while the nightmare unfolds.

Play

https://wiss.itch.io/containment-breach

CONTROLS

W, A, S, D to MOVE.

LEFT CLICK to INTERACT.

SPACEBAR to JUMP.

CRTL to CROUCH.

HOLD SHIFT and MOVE to RUN.

image<em>01.pngimage</em>02.pngimage<em>12.pngimage</em>04.png

Ratings

Overall 37th 3.875⭐ 22🧑‍⚖️
Fun 80th 3.475⭐ 22🧑‍⚖️
Innovation 156th 2.921⭐ 21🧑‍⚖️
Theme 169th 3.175⭐ 22🧑‍⚖️
Graphics 111th 3.4⭐ 22🧑‍⚖️
Audio 48th 3.65⭐ 22🧑‍⚖️
Mood 8th 4.325⭐ 22🧑‍⚖️
Given 25🗳️ 27🗨️

Feedback

designernap
Oct 06th · 00:12 UTC
I think this might be one of your best yet. The pacing and through line in the story was WONDERFUL! The ending really got me and I love how it was told. A real sense of atmosphere in this one. Really liked the notes about the war and love the whole concept.
Wish I could have collected more of the space junk though. I want a job in space clearing up debris now..

Lovely work this.
bereg
Oct 06th · 08:32 UTC
You really should add a description and some screenshots - I almost missed this masterpiece! The nonlinear storytelling, layered narrative, and even the mini-game all come together beautifully. I especially loved the level layout - everything feels thoughtfully designed. This is a fantastic prototype with serious potential to grow into a full-fledged game set in this universe!
CaptainDreamcast
Oct 06th · 18:53 UTC
Very tense game! The final chapter where you hear the creature make noises while you run for your life got me good, I was positively spooked.

I liked the atmosphere and worldbuilding a lot in this game, I think it really helped get immersed in the game. Like you're doing the wreckage salvage game and suddenly something happens. Or the notes lying around the area giving you backstory and motivation why you're here. I thought these were really cool touches. And of course, starting with chapter 3 was a cool motivation, that added a cool layer of tension to the first two chapters. Very cool game, great job!
evil23
Oct 07th · 12:53 UTC
Awesome game! I think the minimalist artstyle really helped get depth into the story and world building. Classic story that never gets old was realized very well. I agree with @captaindreamcast, starting with chapter 3 was a good move to get the player hooked. The coloring and alarm sounds gave me Nostromo vibes. To disagree with @designernap, if I would have had to collect all the debris, I would have given up as I have low patience. It was a good moment for the egg to appear.
🎤 wisstopher
Oct 08th · 22:37 UTC
@bereg Yeah, you got in before I managed to do all that admin stuff in the morning. I barely slept through this jam so had to put that off, glad that you managed to find it though. My goal for this LD was to go narrative deep and do something non-linear. Thanks for playing and the feedback :smile:

@captaindreamcast My only issue with the game was I wanted to have more of an enemy in the final section, but I'm no good at making characters or anything art-wise, but I'm still glad it spooked you. Yeah I wanted to throw the players into the action, because I often feel like my games start slow and maybe everyone doesn't wait until then end. This hopefully gives that extra incentive for people to stick around. Thank you for playing and taking your time to give feedback :smile:

@evil23 Thank you, I'm no good with art so it was minimal or attempt something and it would be 10 times worse with no time haha. Yeah, that was a design intention. I wanted to have the collecting moment there, but for people to move on to see the rest of the game. Thanks for the feedback and for taking your time to play it.
nekowei
Oct 09th · 10:51 UTC
The atmosphere created by the visuals and sound effects is really intensive. I like the reverse-chronological storytelling. Well done!
Avhatar
Oct 10th · 08:00 UTC
It ended too quickly. Just as I was starting to get into the story — I was already gone.
Ace17
Oct 12th · 06:43 UTC
This game looks great, can't play it though, because there's no web and no GNU/Linux version :-/

Seeing the screenshots, I was curious about the engine, so I tried to download the source code (why do I need to identify myself to do download the source code?)

I love playing and making these kind of 1st person horror/atmospheric/isolation games, and my biggest gripe this time was UV texturing of the walls. From the screenshots of Containment Breach (and also, Stavros (by @designernap )) I can see that you smartly dodged/avoided the issue - Seems like I need to add SSAO to my engine :laughing:
Wallted
Oct 14th · 20:42 UTC
Oh you had fun with the 'in media res'! :D As it was fun to me, great choice. The game was captivating and the environment, though simple, yet perfectly steered the narrative into a space-dready vibe. I really like the design choice of the cursor disapearing beside buttons. It felt especially fun for me to play some story-driven game, bold choice for a jam and I think you managed to craft a neat piece of work
d-demetori
Oct 16th · 09:12 UTC
Nice atmosphere! Good job!
Keys Presser
Oct 16th · 10:00 UTC
Great game! I'd love to play more!
Pincushion
Oct 16th · 11:55 UTC
Great storytelling. Great atmosphere. The ship's very well designed. You used the hell out of those primitive shapes. Interesting obstacles and details. Looking outside the window to see planets and debris added to the immersion. I felt very much like something was very wrong. And there was a satisfying ending.

I'm going to add some random comments about the keycard:
- I really wanted to see it slide through the card slot
- Did I leave my pass lying around? Maybe it tells us about how poorly we follow protocol? I still had it with me the second time around though.
- Feels like if there's a lock and key, I expect more locks and keys and maybe puzzles.
atsh
Oct 16th · 13:56 UTC
I really liked the level design, and reusing the same environment with different contexts. Also loved the non liner story

2 (really) minor things that put me out of the experience a little -
When the text is displayed on the screen letter by letter, a word may "jump" to the next line if enough letters are added to it so it goes out of the bounds of the text box. In Godot this can be avoided with visible characters: characters after shaping. I assume there's something similar in Unreal
Second thing is that the crouch was immediate, while it would be less disorienting if it would take a small duration

I know, very small nitpicks for a really impressive work!
Theogen
Oct 20th · 22:53 UTC
Very atmospheric! Great pacing and story presentation. I like the simplistic art style, though it felt a bit too dark at times.

@ace17 the game worked great for me on Arch Linux through Wine (with DXVK). :slight_smile:
Ty Victorson
Oct 21st · 02:48 UTC
As others have mentioned you did a great job with the level design and the minimalistic art style worked great for the setting and story you were telling! I would have liked to see some simple animations for things like the pipe breaking and key card slide but those were small details. Loved the game great work!

[side note: I tried jumping into the machine, but it didn't stop for me I am not organic big sad ;-; lol]
Ace17
Oct 21st · 11:16 UTC
> the game worked great for me on Arch Linux through Wine (with DXVK).

@theoratkin hooo that's great to hear! I actually have a Wine+DXVK environment ready, I'm going to play this game!
Thanks!
SSAR-5190
Oct 21st · 15:36 UTC
Looks great. Clean and simple 3D art with immersive atmosphere.
island-jam-2-group-3
Oct 21st · 21:02 UTC
Loved the atmosphere and the mood! Congrats!
deadjolly
Oct 22nd · 04:28 UTC
Chapter 3...wait a minute. Really, really well done! I loved the chunky aesthetic of the level design. The minimal lighting worked really well in your favor. The text dialogue told a simple but effective story. The claw-machine mini-game helped break up the gameplay while setting the tone. Had a real Alien vibe going on. Freya might have been an AI. Hard to tell. Awesome work!
🎤 wisstopher
Oct 22nd · 11:21 UTC
@nekowei Thank you for playing.

@avhatar It took me so long to get all this done, I was down to the wire. Sorry there wasn't enough there for you :sob:. Thanks for playing.

@ace17 I'm not sure how to make a Linux version, I'm not very good with computers other than making a game in Unreal or Gamemaker haha. I'm an idiot, I will see what I did there and why it isn't accessible.

@wallted Thanks so much, I really wanted to play around with telling a story this time. Although a simple one, I waned to try and have it where it would jump around, cut and not give the full narrative leaving the player to fill in the blanks to make it more of their own experience. Thanks for taking your time to play it.

@d-demetori Thanks for playing!

@keys-presser I might expand on it down the line, thanks for playing.

@pincushion Thanks for the feedback, I was just trying to get the player through to the ending this time round and didn't want anything to outstay its welcome. I was so pressed for time making all the content and implementing the spaces that I had to simplify it all. Maybe to its detriment in the end. Thanks for taking your time to play it.

@atsh I'm glad you picked up on that, between chapters 1 and 2 I wanted to use the same space but show that time had passed. I cluttered it up with lots of containers as if they had been there a while and collected so much debris from the war that they were running out of room. Thanks for the other points too, I couldn't figure out the text one at the time and it annoyed me, and being so pressed for time I didn't even think about the crouch. Great feedback, and thanks for playing.

@theoratkin I get this a lot, I think it was my old monitor and how it was set. I would see things easier than others. I got a new one so hopefully I won't have these issues in the future. Thanks for playing.

@ty-victorson I wish I could have done something with the animations, I just ran out of time :sob: . Thinking about it now I could have made smarter decisions with it, maybe even cut to black and come back in. Thanks for playing and finding that bug :stuck_out_tongue_winking_eye:

@ssar-5190 Thank you for playing!

@island-jam-2-group-3 Thank you, thanks for playing.

@deadjolly Thanks for taking the time to play it. I love how starting at Chapter 3 gets everyone. And was she, I intentionally leave it vague so players can come to different conclusions themselves :smile:
LDJam user 377546
Oct 23rd · 19:06 UTC
Very impressive compo entry, with lots of content for the short amount time!
I usually struggle with this kind of narrative-led walking sims, but I played through it (twice!).
I am not sure about the non-linear adventure game part though. When I hear non-linear, I think of choices that can change the outcome of the game, but I think there were no choices?
🎤 wisstopher
Oct 23rd · 19:22 UTC
@kanagg You’re right. It should probably be “adventure game with a non-linear story” rather than a non-linear adventure game 😅. Thanks for the feedback and for playing. I’ll update that now before I forget.
zimny11
Oct 23rd · 21:41 UTC
Great atmosphere! Really well done! My only feedback would be: I do not like in game when I have to hold shift to move faster, just increase player speed, instead of "forcing" player to constantly hold shift button. Besides that, well done!