Thank you! Feel free to check it out. Feedback is appreciated, especially on gameplay aspects.
I think for the 365th time ,I got SCARED my a 3D MODEL!
And I thought I didn’t make them scary enough ![]()
I will absolutely freak out if I see this at 4 in the early morning…
I’m gonna play it later! looks really good
Some gamers are scared of grass, it’s not difficult to scare a lot of gamers
The game ended up #1 in overall, fun and UI/UX categories, and #2 in audio and visual categories in just finished “Improve my game” jam.
I indeed made some nice improvements to the game during the jam.
A video showing off procedural tentacle animation system I made for the game:
The system uses piecewise circular arc curve with tangential arcs whose curvature radii are animated with some phase shift. The whole thing is fully procedural and contained with a single function call in a vertex shader that can deform any cylindirically shaped mesh.
The video shows twiddling some parameters in real time.
The game’s got some proper first person hands animations. More details in last itch devlog First Person Hand - Shut by nenad2d
The model and full ik rig was done from scratch in Blender.
wow what a good idea! God Rays Galore!
Well done, this game is neat.
It create some sort of fear during the gameplay.
great connection of darkness, light ray’s, red atmosphere - like fantasy horror?
I was sometimes confused about angles when is remnant visible.
Gameplay :->
Remnants are made visible when directly illuminated by light rays. So activate the watch in rooms with open windows as well. This will speed up the sweeping light rays coming from windows, so they will function as searchlights for spotting remnants.
Remember that there can only be a single remnant in a room. Once you eliminate it, you can safely shut all of the windows in that room.
Are they able go from room to room when you leave open doors?
Nope, A remnant is bound to its room.
5:38 in video I guess it should be illuminated , but player doesn’t seem to see him. This is what confused me.
It looks like you have to be facing the light source to be able to see him?
Not facing but the sun needs to shine directly through a window. This creates “god rays” coming in, and they have to hit the remnant. Only the parts of a remnant that are illuminated by “god rays” will be visible as a black silhouette, and you can only target those parts. So to make a hit, your reticle needs to be on a visible black piece of a remnant. That’s why you want to use the clock to bring the rays quicker into a position where the remnant is more visible, making the targeting easier.
Upgraded the level generator. Instead of CSG, it now builds procedural meshes directly. CSG produced bloated geometry and rendering artifacts for any window shape that’s not rectangular.
This now allows for complex window layouts and shapes, with tidy mesh topology and minimal polycount. Frame shapes are pre-modelled. The generator scales them to proportion. So virtually any conceivable shape can be had, allowing for quite a bit of variety.
Here are some of the shapes:
I also added other graphical improvements as well as key-lock mechanics. Here’s the current look of the game:
Check out the demo on itch. The version there still has rectangular windows only, but I’d really love to get some feedback on gameplay.











