A short narrative-driven atmospheric game about a sorcerer trying to feed his swarm of jellyfish.
Made with Unity3d, Blender, Krita, Particle FX Designer & Ableton Live. Textures shot with a basic Nikon camera & turned into tilable textures with Materialize (love that program and it's open source, check it out!).
If the web build doesn't run well for you, you can download a binary build on itch as well
I didn't get to implement fake collision, so you can just go and boundary break. I'd recommend that for a second playthrough though as the audio triggers are only on the main path. :)
The game ends when you find the cave - There is no actual jellyfish coming. There is no end screen so you can walk around, listen to the sound effects and boundary break to your liking.
I did record the voiceover myself, I'm an amateur, please don't hurt me.
Mouth breathing for wind
Bag of chips for crackling sounds
Turning a jar of sweets slowly
Doing other scary sounds while sitting alone in a room
WASD - Movement
Left click (hold) - Send out flame
Right click (hold) - Call back flame
The old sorcerer sat in front of old maps, looking for hidden sources of mushrooms in the middle of the night. With their arcane power under constant decay, the pressure to move to a new space grew constantly. "Just how am I supposed to feed a swarm of jellyfish? If only I knew"
I missed a big opportunity naming this "Icewind Tale". Well, not all things are supposed to have a happy ending.
Audio would be great if the environment was a bit more quiet.
No Collision made me laugh at first, would have been great .
The first audio clip seems to come too late or istoo near from the next one
Ambiance, effects, 3d work is all great. Everything has a moist feeling. Great environment for mushrooms.
I really like the staff gameplay. I would have like to hear more of your voice acting.
Great job it's rare to see 3d games.
The game looks nice and the lighting effects are very cool.
I liked the staff mechanic and the sounds were fun. It took me a while to realize there were no collisions, only after i have dilligently explored the whole outside of the cave and once I was in.
The one thing that I miss though is any sort of gameplay. Something as simple as getting a reward for burning down (?) the stars in the cave.
Interesting visuals and audio, and impressive to see a 3D game with assets made in such a short period of time.
I had a bit of trouble with mouse sensitivity. It started out very sensitive, but normalized after a while.
The game may lack collision, or an actual ending, but you have certainly nailed the atmosphere! Voice was occasionally "drowned out" a bit by the wind, but otherwise the interplay between voice, wind, and "eerie" ambient sound effects worked very well.
I liked the "moving lights" mechanic as well. While it could be a bit hard to gauge the distance to the floating lights, being able to then retract the staff light to catch them on the way back worked well.
I missed having some kind of ending, even if just a bright light and fade to black.