Aberrant is a game, now

August 23rd, 2015 7:11 pm

Figured I’d put up a quick post before drifting into a post-jam coma. Finished my game! It’s called Aberrant.

 

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(The title screen is probably the prettiest part of the game)

For whatever reason the first idea that came to me was to do something like The Thing, except where you’re the Thing and have to hide it from others while killing in secret.

I think there’s a lot of potential in this idea, though I’m not quite sure I did it justice. As usual with LD I drastically overscoped initially (it’ll have a cast of characters dynamically living within a base! with daily schedules! and goal-based AI! …yeah, ok, how about “some guys path around a room”) but I think it does still manage to create moments that capture the feel I was going for.

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One thing that worked very well was little chat snippets for the NPCs. I was surprised how much “some guys pathing in a room” came alive when they started talking a little. It also gave me a chance to push a little bit of story telling (such as telling the player who they are meant to be at the start) during gameplay, which unusual since the characters driving the story are technically the enemies/obstacles.

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I had planned to use the last few hours to cram in another level or two, but wisely I decided to upload a version before hand, and once again hit into another problem I had with scope control, which is assuming ‘admin’ tasks take zero time. Lost an hour and most of my ability to focus on grabbing screenshots, uploading various builds and working out why the windows build kept insisting on defaulting to full screen mode.

Overall, pretty happy with the way this turned out.

 

If you’d like to play it, you can do so here


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