A downloadable prototype for Windows

This is a short, one level prototype I created for my final project in university to demonstrate the physics interaction, smartphone UI, and complicated AI behaviours I'm currently experimenting with for a larger project.

The mechanics were worked on over many weeks, but the final level was put together in a few days, so there's still many unpolished aspects.

If you encounter bugs or have any other feedback please leave a comment!


  • Grid inventory system
  • Interactive smart phone
  • Physics-based interaction ala Penumbra/Amnesia
  • Stealth system based on light and sound
  • Agile AI enemy
  • 4 original tracks (of varying quality)
StatusPrototype
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorEnygmatic
GenrePuzzle
TagsAtmospheric, First-Person, Physics, Short, Singleplayer
Average sessionAbout a half-hour

Download

Download
SubMortisPrototype_0.2.1.zip 336 MB

Development log

Comments

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(3 edits) (+1)

I have just finished my first playthrough (sadly I died, so I apologise if there may have been more--there's no save function so if there is more I'll have to try again at another time). Anyway...

(NOTE TO POTENTIAL PLAYERS--SPOILERS UP AHEAD!)



I absolutely LOVE the atmosphere! It's creepy and had me on the edge of my seat, worrying if something was gonna come out of nowhere (which eventually did happen, where I died--looking back on it I probably should've tried running the moment I saw it but I was too frozen in shock to react haha). I really love the use of puzzles to get out of the room, I feel silly for realizing I just had to drag one vial over the other to mix it, for several minutes I thought I had to mix it into something lol. I love how notes you find and files you read vaguely tell you what's going on, piece by piece. I especially love the use of the phone mechanic, being able to hot key your items, keeping track of all your notes, and most of all... the camera feature! It was so neat to use the phone camera to scan a QR code to get the first password, and also the fact you can save random pictures you take (would be nice if they could store somewhere in the game's folder, I had to screencap mine lol).

I like how you have to "pull" things open rather than simply press a button to interact. I had fun checking through all the draws. The notes you read, aside from being informational, I feel were very well written and added to the tone of the story. I also found using the broom to get the keys was very creative... a little frustrating, but effective! One puzzle I did not quite enjoy was the room with 3 crates, where I had to find a way to jump. Not sure what your intention of solving, but I managed to get one crate onto the first grate (took A LOT of effort to do so), which allowed me to be able to jump to the next grate if I ran quick enough.

Again I am unsure if there is more beyond this point, but I was legitimately freaked out by the monster that jumped out of the vents! It stalled before lunging at me, which could've been a great attempt for me to try to run and lock it in the room, but I was just so shock I froze, failing to react. So if your intention was for this encounter to be scary, you succeeded!

This game looks super promising so far and I have little to complain about aside from that one puzzle, also I saw something about stealth mechanics? If they were there, it must've not been obvious (you may have mentioned that to me before but I forgot haha). I'd also highly recommend a save function (be it anywhere you want, or save points, I just want to save lol). Overall though, love the tone, the atmosphere, the lack of knowing what you're doing there and learning bit by bit via notes, I'm excited to see more!

Also.... sir, I think you're mistaken, this game I found in the drawer IS really fun ;)

(+1)

Thanks for playing, and the detailed feedback!

Yeah so far I don't believe anyone has completed the demo without dying at least once, so I think it's safe to say its my fault rather than players lol. You did make it about 95% of the way through the demo though.


I'm happy to hear you enjoyed it! I was hoping some level of atmosphere would come across, since development was kind of rushed I worried it might get buried in a lack of polish haha. The first room I still think is the best puzzle, which makes sense since I worked on it for months rather than days like the others. It's the only area that requires the player to use a good variety of mechanics rather than just one at a time, and even allows a small amount of player choice in how they escape.

The phone was a risky idea I've had for years, so it's good you found it interesting. I wanted the game to be immersive as possible, and a smartphone interface seemed the most believable way to implement typical game menus. I think it was underused in this demo, one player even pointed out it didn't seem like it added that much, so I definitely plan to explore further usage of the phone. And I will look into making the photos save to the players drive!

I think the more direct physics manipulation helps to make the world more interactive and believable compared to button presses, and it can help add tension. Though admittedly in this demo it probably didn't come across, since arguably the most tense moment of the demo wasn't seen by most players. But yes I love being able to sift through game levels to look for hidden objects and other stuff, so I wanted to add that feeling into one of my games. The broom was just one method of getting the keys, but its my personal favourite. After my friends pointed out that most people probably wouldn't even think its possible to get the broom under the fence, I figured I should make it a bit more apparent.

And with the notes I wanted to avoid it sounding like "stereotypical indie horror" notes, like I didn't want there to be notes logging someone's descent into madness, or mentioning some horrifying folk tale or scientific experiment. I wanted them to be rather mundane, and are more inspired by notes found in games like Prey 2017 or Deus Ex than direct horror games. And I especially wanted to make it clear the people involved in the notes didn't know what was going on either (no creepy supernatural cults controlling the world in my game!).

In hindsight the physics interaction mechanics were definitely not polished enough to have a crate stacking puzzle in a confined space. Basically my plan was the player can get up to the second grate in any way they can. My personal method is stacking the three crates next to each other, climb onto the first grate, then crouch down to pick up the first box, stack it on top of the other two and jump across to the upper grate. Though I've also seen people just glitch up to the second grate by standing on a box while holding it and jumping. This part was probably the most inspired by the more immersive sim design of providing the player with a problem and allowing them to solve it however they see fit with the tools available. Admittedly it was incredibly hampered by the small space and clunky interaction mechanics.

The monster was meant to scare the player, so I'm happy that part of the plan succeeded lol. The rest of the plan was for the player to clearly hear something move up in the vents, stop to think "oh god what is it now?", see the monster drop out of the vent, and immediately crouch in the shadows in fear. And yes there is stealth mechanics in the game, but a lot of players didn't find it (yourself included), because the game doesn't ever truly educate the player on the mechanics or require their use before this section. You can sneak by the monster without being seen in this room, and since the monster reacts to sounds (another mechanic not explained) you can throw objects to distract it.

There is another minute or so of the game after where you died, involving sneaking/running past the monster, and being chased by the monster while trying to open a door and escape into the elevator seen at the start.

I'm happy the demo didn't disappoint though, and your feedback will absolutely be taken into account in the next update! You'll be happy to know that a working save system is the top priority for the next release. Thanks again for playing!

(+1)

Wow, it's obvious you put a lot of thought into this game, and I really did like how you did the notes! Yeah it isn't done like a lot of typical horror games and feels more realistic, which makes the horrifying elements that much more frightening since nobody seems to know what was going on!

Okay I knew that can I found in the room must be used for something, next playthrough I'll give it a try. I'll probably wait for the save system update just so I can save right before, in case I mess up xD

I look forward to how this game develops! I personally love the immersive atmosphere, the sounds, the puzzle solving (which feels tense since you're in poorly lit rooms with again... weird sounds and not knowing what the hell is going on), and how there's not a reliance on jumpscares. I love horror but jumpscares are not really my thing. The monster sort of was, since I did freeze in fear and fail to react, but it wasn't too bad! I think how you handled the horror feels well balanced and all types of lovers of horror themed games could enjoy! ^^