Walking Sim
A downloadable game for Windows and macOS
BOO!
A spooky group project by Hannah, Tian, and Roshan. We all worked on separate aspects of this project and brought it together combining code from class and independent research. The goal was to create a narrative in three parts, where we would spend the first week on the overall sketch of the first two acts. The upcoming week will be spent on things such as adding sounds and other random events throughout the current game as well as the final act so that we can bring it together into a full game loop.
UPDATE: We spent the second week refining our first two scenes in response to in class feedback & added additional scenes that allow the game to complete a full loop. Updates include interactions with NPC’s, animations for our NPCS, spawning objects, sound effects, composition, level clarity & structure, a real time mini-map, an enemy AI, a ‘memories’ collection system throughout all of the levels, & some post processing. The game is intended to be a narrative experience with a spooky & weird atmosphere. There are many things that we attempted to accomplish throughout this project and we were successful at the majority of them, but some other things will have to be saved for a later iteration. Regardless we all learned a lot along the way. Have fun, enjoy the weirdness.
Walking Sim used Asset:
Tree/forest: https://assetstore.unity.com/packages/3d/vegetation/trees/dream-forest-tree-1052...
Grass texture: https://assetstore.unity.com/?free=true&q=grass&orderBy=1
Axe: https://assetstore.unity.com/packages/3d/props/tools/horror-axe-10750
Cabin:https://assetstore.unity.com/packages/3d/environments/cabin-environment-98014
- Radio Room https://assetstore.unity.com/packages/3d/environments/secret-radio-room-the-swam...
Sky Box: https://assetstore.unity.com/packages/2d/textures-materials/sky/allsky-free-10-s...
Priest: https://assetstore.unity.com/packages/3d/characters/creatures/cursed-priest-horr...
Talking Bandit: https://assetstore.unity.com/packages/3d/characters/humanoids/humans/basic-bandi...
Comments
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I really like the cabin in the game; it creates a very eerie atmosphere. The NPC you encounter right at the beginning acts as a guide, which is a nice touch. The way the game progresses into the later stages is also quite astonishing. Perhaps adding a few more hints in the first level could help, as I found myself pondering for quite a while in the first scene.
I love the environment of this game and the spooky nature. I noticed when I picked up the orbs the memories counter kept adding up which I feel like wasn't meant to happen. I like that you included NPCS and the overall effects on the screen were really cool. It would be good to have an exit button so I could leave the game easily too! Nice game! Would love to more content in the world so that there was more to explore whilst I was walking around.
What an interesting game! I believe that the first level was difficult to navigate and gave off a weird feeling because of the blurriness and fast mouse turns.
Very cool visual effects and narrative parts to think about. Can see you guys have great teamwork. I'm a bit confused by the lighting and textures and layout of the map though. It feels like it would be much better if it didn't replicate too many of the same factors, for example, although there are trees in the forest. But there are different variations of tree types, and sizes. The player can use these as marker points to memorize her/his course of action.
I think you have some truly visually stunning moments in this game. Amateur 3D games can have a certain unappealing look to them but you use the medium in a way that plays into the rougher edges and maintain a graphically coherent gaming experience.
I really enjoyed play-testing your game and I felt invested in your story which I thought was poetic. I wish I could've eased in/lingered in those story moments a little more as I felt confusingly thrust into them instead.
I like how the story starts, in a mystery forest and slowly see more about the story. The text goes a bit fast and I didn't have time to read all of the text.
The control is not very consistent between levels, I can jump in the first level but cannot in the second.
The map is cool but not very helpful because it's not really displaying a lot of information. Might be helpful if I can see more of the surrounding, eg. zoom out a bit, or add more objects on the map, or a guiding line/road etc.
I like the amount of things your team tried to do, ranging from adding dialogue to experimenting with materials. It shows your team's willingness to try things to achieve the look you're going for.
The feedback I would suggest for improving this game is within the first level. The level went a bit too ham with the trees and it became a detriment as I couldn't see where to go. The trees blocked many critical elements from the player's view, resulting in this feeling of being lost but for the wrong reasons. Also the camera in that level has a bit too much motion blur which didn't help in the level as a whole.
In the end, the amount of things tried in this game shows and I appreciate the variety of experimentation done to create something new.
The visuals of this game are very impressive and engrossing. The way the itch page is designed to match also adds to the immersion. The sound design is great, as is the NPC interaction. The translucent wall you need to unlock to get to the floating house is an extra nice touch.
Some suggested revisions = the rules/goal in the first scene in the woods are unclear, and the camera movement is very jarring. It quickly feels nauseating to play.
Because there is such a suspenseful build throughout the game, the end feels disappointing. There should be something more to the narrative than just collecting memories. It could end in a scary manner with some kind of jump scare, or something to escape to...
SO WEIRD