Procedural horror game heavily inspired by Papers, Please & No I’m Not a Human.
-> The best experience is found in the ***downloadable desktop version. *** (the web build may have performance issue).
Made for Pizza’s Doggoy’s Horror Jam #3 in one week.
Cool features (spoiler alert!) Original genre : Paper’s Please/Point’n’click hybrid Progression system : each day brings new tools/employees archetypes Scary background/ambiance audio Weird retro PSX look (very original isn’t it) “This house has people in it” feels Dialogue system : “Blips” àla animal crossing Procedural generation (kind of) : every play-through is different Assets used **Borrowed: **[Broken vase by Viasov Daniil](https://sketchfab.com/3d-models/broken-vase-l…
Procedural horror game heavily inspired by Papers, Please & No I’m Not a Human.
-> The best experience is found in the ***downloadable desktop version. *** (the web build may have performance issue).
Made for Pizza’s Doggoy’s Horror Jam #3 in one week.
Cool features (spoiler alert!) Original genre : Paper’s Please/Point’n’click hybrid Progression system : each day brings new tools/employees archetypes Scary background/ambiance audio Weird retro PSX look (very original isn’t it) “This house has people in it” feels Dialogue system : “Blips” àla animal crossing Procedural generation (kind of) : every play-through is different Assets used **Borrowed: **Broken vase by Viasov Daniil PSX base civilian pack by MrPrisma3D Low poly 90s office cubicle by NobleCrow Icons by game-icon.net Boombox by Drilimpact Sounds : typewriter key, neon hum loop Fonts : Decaying Felt Pen, alarm clock, coffee menus, gameplay, roboto,
Homemade: Sounds : Employees sounds, Parasites sounds, UI sounds, Musical Cues Music : “Grinding Gear” track Textures : “Horror face” and “Motivational posters”
What’s AI generated? Some of the employee’s text and dialogues and cubicles elements descriptions (there was just too much to write) Dev notes Time/Energy management Could have been more but I discovered this game jam one week after it has started! Even with a day and a half of extra time, I was kind of burnt out x_x And, to be realist, with the current implementation that was started to resemble to mom’s spaghetti, that was too dangerous to implement anything new a day from the end. I just made bug fixes and fun additions (like the jam logo) few hours before the end.What could be improved? Code architecture, the code is interesting but all over the place (that’s the game jam effect). Would need a huge refactor before implementing anything else. A better contradiction system. It could be way more procedural. Much more fair and challenging at the same time, with a real “red-herring” system. More aspects to the employees and more elements to inspect. I had ideas like “hobbies”. If the employee had an Axe but doesn’t state he’s cutting wood, that could be a red flag. A better ending. I had this idea where you had to inspect the boss’s desk as the last employee and final test. But with the current implementation, that was too dangerous to implement one day from the end
TLDR; Could have been better gameplay-wise but overall I’m pretty satisfied. Made choices to actually finish it in a working state instead of creeping the scope. I like the ambiance, look and sound.