Game
The Asylum
11 years ago

The Asylum: The Post-mortem


Background

This game was created for Ludum Dare 30: Connecting worlds. This theme wasn’t my favorite one, because it didn’t really fit my style. I mean I don’t get many ideas out of this kind of theme. After about two hours of thinking I came up with an idea and the asylum is the outcome. My primary inspiration was the cheese puzzle of the neverhood https://www.youtube.com/watch?v=L5F4MBMPbao . I know, similar puzzles have occurred in other games too, but I found this particular one fun and challenging.

Stuff to improve

  • Couple of testers reported that they got motion sickness from the room transition. I found this very suprising, because the transition is very short and slow, but in turn I don’t get motion sickness so how would I know. I had two hours time left of the jam at that point so I didn’t want to make any major changes anymore.

  • Other issues of the room transition: gfx glitches, clumsiness …

  • I wanted to add AAA style hand animation when a player opens a door, but that’s just too fancy and time consuming to do in a game jam.

  • Should add more decoration. It was a challenge to fill 16 different rooms with unique decoration, many rooms were left empty.

  • Needs more hints. Same as with the decoration, it was just too much work to fill 16 rooms with hints so I had time to add only some in last hours.

Stuff that was alright

  • The soundtrack. I made it with Audacity and online piano player.I recorded the piano track first try without practice, basically improvising without any knowledge how to play piano properly, turned out to be quite fine. The ambient track is just me making random noise by kicking and punching things in my living room and then I just applied some effects in audacity like paul scretch, reverb, noise removal, generate etc. Then I just mixed the piano track and the ambient noise track together and voilà , I have a dark ambient track. People liked it.

  • The textures created with NeoTextureEdit, they look cool!

  • Lux physically based shaders. They made the textures look even more cool! Though I still need to figure out how to use it properly but it was fine.

  • The horse, that creepy one without eyes.

  • The mood. This one is important for me. A game should have a good mood to make the game more immersive.

  • The landscapes. This was one of the most important goals from the beginning. Because without 16 different landscapes I would fail the theme. Also it’s an important factor to improve mood and make game feel more fresh.

  • The challenge is balanced I think. Finishing the game takes about 30minutes (I don’t have any exact analytics about this atm)

What next

Currently i’m making a prototype game that is similar to this entry. So if you enjoyed this game then you should totally follow me on twitter for updates www.twitter.com/samoojam

Play and rate at Game Jolt

Play and rate at LudumDare.com!

The Asylum



1 comment

Loading...

Next up

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.

Have a good Boi

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!

Hi everyone! I started to create some environment props for my new video game, here is a cozy house in the forest. I'm planning to switch from Unity to Unreal... Let's see what new challenges I have to face. Made in Blender and Substance Painter.

Let me introduce you to the new Mech line: Gendai Spec. Those are Mech that specializes in surprise attacks, covered operations, and stealth. They are equipped with melee weapons but one of Gendai's frames supports sniper rifles.

Cash Banooca

Path of Kami, running around the shrine area

A sneak peek at the new OST, can you guess what this song will be used for? 🤔

Subscribe to technoblade