In the Shadow of Our Moon
In the Shadow of Our Moon
Created for OtterJam 2024
The Mission
An unexplainable phenomenon has occurred. The moon’s orbit around Earth had slowed down steadily. Eventually, it reached the point where the moon is constantly in Earth's shadow in a blood red lunar eclipse. You are sent to the dark side of the moon by the Earth Space Association. Your job is to investigate, find the cause, and return home.
You are accompanied by a team of fellow astronauts, but a sudden growth of a Lunar Tree destroys your base from the inside out.
Find the others.
Call for help.
Get out alive.
Controls
Mouse: look
LClick: Flashlight
Q: Flare
E: Interact
Contributors
afoncy - Programmer (shader, physics, light system, stasis)
Rumkkee - Programmer (UI, filter, animator)
Betancourt - Programmer (sound, interaction, controls)
MelDidntListen - Artist (level design, 3D assets, map, textures)
River - Artist (sprites, UI)
Kalyn - Writer (logs, lore)
Known Issues
Camera won't stop spinning when ran in Firefox
Movement stops working in fullscreen
No sound
Some geometry is inverted
Crazy fast sense and speed
No exit button
(We are working hard to fix these now! Please keep in mind that this was made in a single week for a game jam. Enjoy!)
Status | Prototype |
Platforms | HTML5 |
Authors | MelDidntListen, Esther, 40to50FeralHogs, afoncy |
Genre | Adventure, Puzzle |
Made with | Unity |
Tags | Atmospheric, Exploration, Horror, Low-poly, Retro, Sci-fi, Shaders, Short, Unity |
Comments
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Health was lost sometimes at random, when within a light source. Additionally was quite confused on where to go. Since there is no indication as to where I could call for help. Sometimes the flash light would be extremely faint if the player was in a bright light. Which is quite relevant when most of the game is braving dark spots from bright light.My guess as to why is that the spheres that function as the lights touch a light spot and it dims the entire sphere. The flares light is invisible most of the time. The light still exists and functions as a safe space but it isn't visible except for brief flashes.
We appreciate the feedback, Titania! Very thorough and specific. We are currently working on a new build to address these issues.
One thing you mentioned was that you didn't die when health reached zero. This ended up being intentional, deaths being cut due to the time crunch. Instead of death, you just slow down so you can keep exploring without a restart.
So please look forward to the new version! We will reply to your message again to notify you when it's up. You can expect fixed movement, doors, fixed lights, clearer gameplay, and lore docs!
Oooh interesting that does make sense for a slower more exploration-focused game. I'll be glad to see the new version.
Most of the issues I encountered were the already known ones, namely the extremely high sensitivity. I turned my mouse down to the lowest sensitivity allowed and I still spun around everywhere. However, I did notice that additionally there seems to be no death function. Due to my own mistakes, I ended up sitting in the darkness for a bit and I just never died. My health bar went to 0 and didn't climb back up but no ending screen or sequence was ever played.