Solo Jam - H.A.R.P. the adventure of unit 001
In H.A.R.P. you are a protocol robot waking up from a deep sleep. You don't know where you are or when you are but your prime objective is to find information about your engineer.
WASD + mouse for control
space + space Double Jump
Created for alakajam 13th
The armosphere in this game is quite something. I had to give up early unfortunately, because trying to cross wide gaps in total darkness made somehow nauseous. At least I could synthesize the red(?) key, but then I didn't know where to go, because the combination of extreme darkness and reflections everywhere was disorienting. In any case, the voice over at the beginning is cool - I wish I could understand everything of it - so some subtitles would be a good idea.
Thanks @ratrogue, I fully agree with that, I had some trouble trying to finish in time and a lot of feature have been cut, I do think a nice post jam update would bring those kind of improvements. I'll keep your comment close by :)
Fun ending. Moody entry. Obviously the game is a tad to dark, so it's easy to get lost, however I like the bit of worldbuilding and the voiceovers. The endsegment with "Lokior, the engineer" was well done especially.
On a sidenote, Unreal tends to look pretty crappy for me most of the time, is that like a known thing or something with my pc?
(a lot of smearing)
Really cool! Unique atmosphere and amazing voices, leading right into an atmospheric maze. Also really liked the music.
I also get the smearing, but I assume it's just Unreal's post processing and some side effects from that. With all the reflections going on there's a lot of room for weird visuals, which is matching the theme here but will always lead to some unexpected results. Guess this is about tuning.
For pure darkness, I would recommend increasing the LEDs and especially add more vertical lines for depth perception. It can be dark and uncertain, but at the same time needs to make players feel like they can choose where to go. It also automatically creates some landmarks for orientation. Oh and I liked that pickups were easy to spot, but I'd recommend marking the area with LEDs, not the items themselves. Otherwise the game is stripped of clarity whenever something gets picked up.
Well done. :)
The reflecting materials were so cool! I have to see how to get some shiny things on my jam games in the future :D
At first the atmosphere was great and voice acting was cool, but I still almost gave up :(
The areas were huge and the light didn't reach long enough. I wasn't sure if I should drop down from the ledges or try to jump over them. The jump was a bit too slow and low, the reach was hard to judge because I wasn't always sure if I was already on the ground.
If you made the areas a bit smaller it would be a lot better experience.
Anyway, after I realised there's a double jump I tried again and it was worth it. Nice ending!
@elZach I'm looking into the bad 3d import. I don't get the same issue but for sure i'll take a look into it. Thanks for pointing that out and thank you for playing :)
@Odrez Thank you so much, Audio takes a big part of my jams, to compose and create sound. Yeah Lighting was a big miss for my project this jam. I'll really take a special look into that next time. and Landmarks is a great idea!
@M2tias Thank you so much for your comment! Like said earlier, lighting was not the strong suit of this project, I wanted to create an atmosphere with low light emitter from the FPS but the environment did not made the cut (ambitious idea meets foreseeable theoric application issue)
Not much I can say that hasnt already been said, always interesting when someone tries a 3D Unreal game in a jam, and I think this is a pretty good game for the time scale. Good Atmosphere though the blank walls and weak light can make it a little disorienting at times (On my first attempt I accidentally jumped in the pit before grabbing my flashlight and i thought I'd just fallen into the void lol)