Interesting game. Loved the graphics and the simplicity. There are also some unique design choices that I liked, like the phone as the main menu. However, the controls are not very well communicated, at least in my opinion. Like, with the combination control, for example, I didn't know that it also acted also as a disassembly control.
Other than that, this game seems to have a lot of potential!
This game is honestly amazing, it has some fresh air of what we've been having lately in the gaming ambient and its feeling (At least in the hands of someone who likes point-and-click, terror and the creepy atmospheric in general) is super good. It surprised me how well it introduces you to the game ambient and world, it was instant connection, the main menu is gorgeous and as someone else said here,it immediately sells you what kind of world we're about to dive into.
I only have two things to mention:
1.) at the stairs part, over the vending machine, when you are about to climb down if you use "Space" or the view button (In my case i was playing with controller it was the "A" button (Xbox 360 controller)) it will show the item/s in your hands and immediately after you stop watching at the item/s gob will slide down stairs.
2.) I would like a "how to play" I know it may ruin the immersion a little bit but it took me a good 15 to 20 minutes to figure out that i could put things together and drop them to the floor.
Other than that, and as I said before, the game is amazing and it's something I am really looking into when it's complete. I can't wait <3333
Loved it and am insanely excited for the finished game :) though I have a couple things that I feel should be considered when going through the development of the rest of the game, I'll try to word it how I discovered things chronologically before kinda summarizing it at the end
(for clarification I did not know there was gonna be more to this project and that this was a demo. I straight up did not read a thing and just immediately downloaded and delved in which kinda altered the way I played and perceived the game... also note its like 6:30AM and my brain is not functional atm, my memory of this like 10-15 minute experience is already slipping through my fingers but I hope this message is understandable and regardless)
The intro/"title" screen is amazing, I love the simplicity, It immediately sells what kind of world you're gonna be diving into and how you should interact with it which is perfect, no complaints there
The first room, like everything else in this gem's absolutely gorgeous. I woke up and was a bit confused at the controls, but eventually started walking around and interacting with stuff. I checked out the fridge and had no idea what was wrong with it, same with the door (which I assumed was locked). I think that if you're going to have a world full of beautiful narsty grime you should make sure that the grime of which is essential to ingame progression REALLY pop out (the stupidity of the gamer is a sight to behold... like my goofy ass originally assumed the ice on the fridge was some kind of mucus or goop for some reason, as the general moldy vibe of the whole room and the fact that the lower parts of fridges don't get cold enough to make ice IRL made me think some snail just slimed that shit up or the food inside got so rotten it started splurting out at the seams,)
Small issue but definitely something I feel should be kept in mind
I then messed with the door and upon realizing it couldn't be opened walked down the stairs to the washroom. The stairway down is absolutely beaudiful, every part of this dudes domicile stings my nostril in just the right way.
I checked the strange ornament on the sink and assumed it was the food that the dude was trying to get to (not on anyone, just my own silliness) and began interacting with other stuff.
I picked up the lighter and checked the toilet, unsure of its purpose. I then walked back up and tried to figure out what to do.
It took me a while to melt the ice off, it took me a REAL long time to figure out that there was something under the table.
I didn't know there were any controls beyond walking and interacting with stuff and only figured that out when I tried to exit the game assuming I fucked something up then discovering the gobpod touch, finally getting a look at the controls of the game.
(I think that a way to remedy the fact the player doesn't know they have it on them is have the main character pick up the phone from the side of his bed or something before standing up and being able to interact with the world,)
The phones UI and general look is awesome, and the controls menu is very concise in showing how things work, I messed around with switching items after learning things could be combined, accidentally dropping them in places that made them hard to see without the presence of the floating hand. This could be an issue but I might just be reaching as the hand symbol is very helpful.
I feel the controls with picking things up and dropping them is a little bit finicky, I got a little bit annoyed with it at times but got the hand of it after realizing the Q and E buttons are for each hand. the zoom in for the items was a bit annoying as well but the gorgeous models more than make up for it
After that I crawled around a bit while stuck, unsure of what to do. I tried crawling under the table but it didn't seem to work until my friend who was playing alongside with me actually confirmed it was possible and required in order to progress.
It was a little bit frustrating, I feel its a very tight squeeze and can upset people trying to find, also there's really no indication there's anything of importance under it that would be worth investigating. This made me assume that there was some weird fucked up way to combine the lighter and the straw-less wd40 can in order to burn down the door or light up the toilet, just absolute out of the box stuff when the solution was right under my nose.
Anyways, after finicking around I managed to put the straw on the can and sprayed the rust off the door that I didn't even know was there when trying to combine it with everything because I was initially unsure why the door couldn't be opened in the first place. When interacting with it the largest most promiment part is the door knob, which doesn't have a lockhole making me think I was trapped in there by some malicious individual or something silly, I really wasn't sure because that definitely isn't the vibe the games going for. I think the rusty part should have more reds or greens in order to help differentiate it from everything else because it did not render in my brain whatsoever
After being stuck in there for a while, finally managing to get outside was a really nice feeling, the art is, like every other part absolutely fantastic and made me really excited to explore. I attempted to walk to the left but the chair got in the way and I assumed it was one of those goofy ass invisible wall situations so I went the other way to the locked door and got fucked up for another couple minutes, I think I went back and kept checking the toilet and messing with the sink ornament (which I now realize is actually a piggy bank) until I found out you could actually get past it.
I climbed down and interacted with the vending machine, attempting to type in the codes assuming money wasn't a concept in this dimension until I gave up and through desperation investigated the single pixel of light in the corner obtaining the key from the beautiful lil kitty candle. My only gripe with it is its not really a puzzle, as you'll (probably, unless dropped somewhere and forgotten) have the lighter on you regardless and won't need to do much searching around in order to progress but that doesn't really matter. I feel you gotta have the hunt in order to make discovering a new item satisfying if that makes sense
(also, you'd just be able to pick up a candle nearby to light the kitty one making the lighter redundant)
After that I did pretty much everything smoothly without getting clogged until I dropped the coin in the gutter. I NOTICED the symbols but didn't think much of it until my friend unintentionally hinted towards its significance. Inputting it in the vending machine was really great, I mentally associated the symbols with numbers based on the content of their shape in order to remember what it was on the long arduous journey to the machine right next to it... I crawled into that hole in the wall with a happy lil smile on my face. Genuinely a really great game and I'm beyond hyped to see how you manage to pave the rest of the world, the part where you can see faint glimpses of the natural world outside has got me insanely excited,
TLDR
- It'd be nice if the main character picked up the phone before standing up, making the player aware they have it in their possession (yeah they'll find out about it eventually but yknow quality of life)
- Grime of which is important for puzzle purposes should stand out more and be generally eye catching, as it can be hard to figure out what the mystery of a couple of screens actually is
- It can be easily assumed that the table cannot be crouched under, though that could just be on me
- It can be difficult to get by the chair, possibly making the player assume there's an invisible wall/ it leads nowhere resulting in them wasting time looking for other solutions
- picking stuff up and dropping it can be finicky,
- erm.. sprint buttons kinda pointless as there's no reason I'd want to miss out on staring at such gorgeous areas
- The button you press to inspect an item should be the button that makes it so you stop inspecting the item, as pressing esc is a bit annoying whenever I accidentally press e or q
The only glitch I really encountered was this strange visual effect that'd happen where the particle effects would enlarge and become extremely high contrast random colours, here's a vid of it happening.
I loved the art style and the physical interaction of mashing items together / ripping them apart, but I found the gameplay a little bit frustrating.
For me, a lot of the puzzles fell into the category of "I don't know why I'm doing this, but it's the only thing I can do right now" (e.g. lighting the candle to get the key or knocking the yellow thing off the shelf to get the coin) which I didn't find very satisfying.
I also found the environments quite busy and had a bit of difficulty seeing what was passable and what wasn't (I didn't initially realise I could get by the shopping trolley, for example).
Absolutely beautiful! I love that you let the player explore/figure out puzzles and don't try to hold their hand at all. Ugh, and the atmosphere you have built so far is so gooood.
Loved it, but it sure made my computer run hard. I hope there will be some more options regarding quality and resolution, maybe an option to remove the moving, grainy filter. It's a bit distracting to me.
I like the fixed camera angles, especially the one from the outside. It was nice to see something clean and natural after looking at grimy garbage for a while. And the shot-reverse shot of Gob looking down at the coin in the grate made me laugh.
The mechanics are fun, and I like being able to get a closer look at and spin the item Gob is holding. I hope he will find some dirty little backpack in the tunnels to put things in so we can carry more than two things at once.
I love Gob's chunky phone/toy. I see that camera icon on it, I hope we can take some pixelated pictures with it, and I hope there are games on it. :)
I am looking forward to the full game. Can't wait to see where that tunnel takes us.
This was such a great game! Really loved the style of the game, and the sounds! The way everything seemed modelled out of real hand made it super fun and unique and it was such a great little game!
The little adventure of Gob was super fun to figure out and the world was set in a really intriguing way! You did a tremendous job on this game!
Not sure if this was just a demo, but if there is more, can't wait for it!
Amazing art style, I absolutely adore the gritty-grungy feel it has. Need more stuff that looks like this in my life, as soon as it comes out I will get it immediately! ^^
Hi, I've made a video about the demo and wanted to share with you some feedback and my recording. I hope it helps with the development ^^
-The concept or story of the game feels a little bit confusing as there's no context or enough elements to build it on the enviroment at the moment. But it's just a demo so It's not important in this moment ^^, especially since it looks like the game has a clear style and defined identity :D
-The gameplay mechanics where confusing at first, but after a few minutes you really get into them and everything starts going quite smooth and feeling natural.
-Visually it REALLY feels like an "retro ps1" game with some modern tweakings. The design and art of every aspect of the game feel 10/10 honestly and I really like the fact that the game has it's own style.
-Puzzles where clear and interesting enough to keep the interest in the game, good work on that matter keep it up ^^
In conclusion, the idea is great and I hope you keep working on it. Hopefully this is useful for the development :D, also if you could subscribe that would help me a lot :)
This was a really pleasant and well made game, looking forward to full version! Everything about this piece was wonderful: the music, the visuals, the quest itself, humour even. I simply adore this!!<3
Holy crap this game looks good. There's literally nothing like this on itch, I play this demo 5 times now just to scrutinize the environmental design, textures, and that scrolling grid effect that gives a semblance of squirming movement to the filth. Would it be possible for you to outline your process? Or at least what sort of software you are using for these environments?
Hello (ΘLΘ) We did an interview where we talked about process a little bit. Its a combination of volumetric light, 3D prerendered backgrounds, 3D scanning, and Dreams on PS4! ☾ ♛ ◡ ♛ ☽
Dreams?! That's crazy! Using 3d scanning is amazing though. I got inspired enough by this to start working on my own pre-rendered graphic point and click, check it out!
This is super charming. I love how you have made the environment messy/squalid without it being visually confusing for the player. The only thing I'd personally change would be for the icon to be selected on the selection screen to be highter/brighter rather than duller/dimmer, but that might just be me.
In the short time I've been playing this game, I can only say that it's amazing. Its aesthetics, the environment and the art that composes it are sensational. I enjoyed it a lot and I'm looking forward to its second installment
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Interesting game. Loved the graphics and the simplicity. There are also some unique design choices that I liked, like the phone as the main menu. However, the controls are not very well communicated, at least in my opinion. Like, with the combination control, for example, I didn't know that it also acted also as a disassembly control.
Other than that, this game seems to have a lot of potential!
Certified GOB moment
9/10, amazing demo
Will there ever be a release for Mac computers? I really want to play this game.
Try bootcamp, it's a built in windows emulator.
Really loved the demo and how this game looks
This game is honestly amazing, it has some fresh air of what we've been having lately in the gaming ambient and its feeling (At least in the hands of someone who likes point-and-click, terror and the creepy atmospheric in general) is super good. It surprised me how well it introduces you to the game ambient and world, it was instant connection, the main menu is gorgeous and as someone else said here,it immediately sells you what kind of world we're about to dive into.
I only have two things to mention:
1.) at the stairs part, over the vending machine, when you are about to climb down if you use "Space" or the view button (In my case i was playing with controller it was the "A" button (Xbox 360 controller)) it will show the item/s in your hands and immediately after you stop watching at the item/s gob will slide down stairs.
2.) I would like a "how to play" I know it may ruin the immersion a little bit but it took me a good 15 to 20 minutes to figure out that i could put things together and drop them to the floor.
Other than that, and as I said before, the game is amazing and it's something I am really looking into when it's complete. I can't wait <3333
Loved it and am insanely excited for the finished game :) though I have a couple things that I feel should be considered when going through the development of the rest of the game, I'll try to word it how I discovered things chronologically before kinda summarizing it at the end
(for clarification I did not know there was gonna be more to this project and that this was a demo. I straight up did not read a thing and just immediately downloaded and delved in which kinda altered the way I played and perceived the game... also note its like 6:30AM and my brain is not functional atm, my memory of this like 10-15 minute experience is already slipping through my fingers but I hope this message is understandable and regardless)
The intro/"title" screen is amazing, I love the simplicity, It immediately sells what kind of world you're gonna be diving into and how you should interact with it which is perfect, no complaints there
The first room, like everything else in this gem's absolutely gorgeous. I woke up and was a bit confused at the controls, but eventually started walking around and interacting with stuff. I checked out the fridge and had no idea what was wrong with it, same with the door (which I assumed was locked). I think that if you're going to have a world full of beautiful narsty grime you should make sure that the grime of which is essential to ingame progression REALLY pop out (the stupidity of the gamer is a sight to behold... like my goofy ass originally assumed the ice on the fridge was some kind of mucus or goop for some reason, as the general moldy vibe of the whole room and the fact that the lower parts of fridges don't get cold enough to make ice IRL made me think some snail just slimed that shit up or the food inside got so rotten it started splurting out at the seams,)
Small issue but definitely something I feel should be kept in mind
I then messed with the door and upon realizing it couldn't be opened walked down the stairs to the washroom. The stairway down is absolutely beaudiful, every part of this dudes domicile stings my nostril in just the right way.
I checked the strange ornament on the sink and assumed it was the food that the dude was trying to get to (not on anyone, just my own silliness) and began interacting with other stuff.
I picked up the lighter and checked the toilet, unsure of its purpose. I then walked back up and tried to figure out what to do.
It took me a while to melt the ice off, it took me a REAL long time to figure out that there was something under the table.
I didn't know there were any controls beyond walking and interacting with stuff and only figured that out when I tried to exit the game assuming I fucked something up then discovering the gobpod touch, finally getting a look at the controls of the game.
(I think that a way to remedy the fact the player doesn't know they have it on them is have the main character pick up the phone from the side of his bed or something before standing up and being able to interact with the world,)
The phones UI and general look is awesome, and the controls menu is very concise in showing how things work, I messed around with switching items after learning things could be combined, accidentally dropping them in places that made them hard to see without the presence of the floating hand. This could be an issue but I might just be reaching as the hand symbol is very helpful.
I feel the controls with picking things up and dropping them is a little bit finicky, I got a little bit annoyed with it at times but got the hand of it after realizing the Q and E buttons are for each hand. the zoom in for the items was a bit annoying as well but the gorgeous models more than make up for it
After that I crawled around a bit while stuck, unsure of what to do. I tried crawling under the table but it didn't seem to work until my friend who was playing alongside with me actually confirmed it was possible and required in order to progress.
It was a little bit frustrating, I feel its a very tight squeeze and can upset people trying to find, also there's really no indication there's anything of importance under it that would be worth investigating. This made me assume that there was some weird fucked up way to combine the lighter and the straw-less wd40 can in order to burn down the door or light up the toilet, just absolute out of the box stuff when the solution was right under my nose.
Anyways, after finicking around I managed to put the straw on the can and sprayed the rust off the door that I didn't even know was there when trying to combine it with everything because I was initially unsure why the door couldn't be opened in the first place. When interacting with it the largest most promiment part is the door knob, which doesn't have a lockhole making me think I was trapped in there by some malicious individual or something silly, I really wasn't sure because that definitely isn't the vibe the games going for. I think the rusty part should have more reds or greens in order to help differentiate it from everything else because it did not render in my brain whatsoever
After being stuck in there for a while, finally managing to get outside was a really nice feeling, the art is, like every other part absolutely fantastic and made me really excited to explore. I attempted to walk to the left but the chair got in the way and I assumed it was one of those goofy ass invisible wall situations so I went the other way to the locked door and got fucked up for another couple minutes, I think I went back and kept checking the toilet and messing with the sink ornament (which I now realize is actually a piggy bank) until I found out you could actually get past it.
I climbed down and interacted with the vending machine, attempting to type in the codes assuming money wasn't a concept in this dimension until I gave up and through desperation investigated the single pixel of light in the corner obtaining the key from the beautiful lil kitty candle. My only gripe with it is its not really a puzzle, as you'll (probably, unless dropped somewhere and forgotten) have the lighter on you regardless and won't need to do much searching around in order to progress but that doesn't really matter. I feel you gotta have the hunt in order to make discovering a new item satisfying if that makes sense
(also, you'd just be able to pick up a candle nearby to light the kitty one making the lighter redundant)
After that I did pretty much everything smoothly without getting clogged until I dropped the coin in the gutter. I NOTICED the symbols but didn't think much of it until my friend unintentionally hinted towards its significance. Inputting it in the vending machine was really great, I mentally associated the symbols with numbers based on the content of their shape in order to remember what it was on the long arduous journey to the machine right next to it... I crawled into that hole in the wall with a happy lil smile on my face. Genuinely a really great game and I'm beyond hyped to see how you manage to pave the rest of the world, the part where you can see faint glimpses of the natural world outside has got me insanely excited,
TLDR
- It'd be nice if the main character picked up the phone before standing up, making the player aware they have it in their possession (yeah they'll find out about it eventually but yknow quality of life)
- Grime of which is important for puzzle purposes should stand out more and be generally eye catching, as it can be hard to figure out what the mystery of a couple of screens actually is
- It can be easily assumed that the table cannot be crouched under, though that could just be on me
- It can be difficult to get by the chair, possibly making the player assume there's an invisible wall/ it leads nowhere resulting in them wasting time looking for other solutions
- picking stuff up and dropping it can be finicky,
- erm.. sprint buttons kinda pointless as there's no reason I'd want to miss out on staring at such gorgeous areas
- The button you press to inspect an item should be the button that makes it so you stop inspecting the item, as pressing esc is a bit annoying whenever I accidentally press e or q
The only glitch I really encountered was this strange visual effect that'd happen where the particle effects would enlarge and become extremely high contrast random colours, here's a vid of it happening.
I loved the art style and the physical interaction of mashing items together / ripping them apart, but I found the gameplay a little bit frustrating.
For me, a lot of the puzzles fell into the category of "I don't know why I'm doing this, but it's the only thing I can do right now" (e.g. lighting the candle to get the key or knocking the yellow thing off the shelf to get the coin) which I didn't find very satisfying.
I also found the environments quite busy and had a bit of difficulty seeing what was passable and what wasn't (I didn't initially realise I could get by the shopping trolley, for example).
Absolutely beautiful game, refreshing puzzle game that actually has puzzles. Do you accept fan translations?
Absolutely beautiful! I love that you let the player explore/figure out puzzles and don't try to hold their hand at all. Ugh, and the atmosphere you have built so far is so gooood.
Loved it, but it sure made my computer run hard. I hope there will be some more options regarding quality and resolution, maybe an option to remove the moving, grainy filter. It's a bit distracting to me.
I like the fixed camera angles, especially the one from the outside. It was nice to see something clean and natural after looking at grimy garbage for a while. And the shot-reverse shot of Gob looking down at the coin in the grate made me laugh.
The mechanics are fun, and I like being able to get a closer look at and spin the item Gob is holding. I hope he will find some dirty little backpack in the tunnels to put things in so we can carry more than two things at once.
I love Gob's chunky phone/toy. I see that camera icon on it, I hope we can take some pixelated pictures with it, and I hope there are games on it. :)
I am looking forward to the full game. Can't wait to see where that tunnel takes us.
This was such a great game! Really loved the style of the game, and the sounds! The way everything seemed modelled out of real hand made it super fun and unique and it was such a great little game!
The little adventure of Gob was super fun to figure out and the world was set in a really intriguing way! You did a tremendous job on this game!Not sure if this was just a demo, but if there is more, can't wait for it!
im so looking forward to this
Amazing art style, I absolutely adore the gritty-grungy feel it has. Need more stuff that looks like this in my life, as soon as it comes out I will get it immediately! ^^
Hi, I've made a video about the demo and wanted to share with you some feedback and my recording. I hope it helps with the development ^^
-The concept or story of the game feels a little bit confusing as there's no context or enough elements to build it on the enviroment at the moment. But it's just a demo so It's not important in this moment ^^, especially since it looks like the game has a clear style and defined identity :D-The gameplay mechanics where confusing at first, but after a few minutes you really get into them and everything starts going quite smooth and feeling natural.
-Visually it REALLY feels like an "retro ps1" game with some modern tweakings. The design and art of every aspect of the game feel 10/10 honestly and I really like the fact that the game has it's own style.
-Puzzles where clear and interesting enough to keep the interest in the game, good work on that matter keep it up ^^
In conclusion, the idea is great and I hope you keep working on it. Hopefully this is useful for the development :D, also if you could subscribe that would help me a lot :)
Regards
This... This made me feel things I haven't felt since playing Dream Machine. I can't wait for a full version and or more content! Fantastic Job.
gob is king
I'm in love with Gob. I will wait with excitement.
One of the most unique games I've played. I'm extremely excited for this project!
Absolutely fantastic start to what I'm sure will be a project very much worth the wait.
This was a really pleasant and well made game, looking forward to full version! Everything about this piece was wonderful: the music, the visuals, the quest itself, humour even. I simply adore this!!<3
This game is so cool an unique its unlike anything ive seen on here! i cant wait for a full game to come out
Love the clay style of the game, especially the cute little protagonist GOB. Great work DEV :). And feel free to watch my gameplay here
the trailer got me like me everytime after the lobotomy
Absolutely in love with what you are doing with Gob.
I can tell you put love into every one of these frames. I cannot wait to see what this becomes.
I played your demo through the Spectral Mall, thus the thumbnail.
great looking and cute =)
The coolest looking game I have ever seen, infinite charm I can't wait to see more.
I haven't played the game yet. but just looking at it brings me so much nostalgia. Props to you my friend!
Instant classic
press q+e while holding both items
REALLY GOOD!!!!!!!!!!!!!!!!!!!!!!!!!!!! smilingemojiclipart.png
This game has so much charm!!
Will definitely be keeping an eye out for this one!
Holy crap this game looks good. There's literally nothing like this on itch, I play this demo 5 times now just to scrutinize the environmental design, textures, and that scrolling grid effect that gives a semblance of squirming movement to the filth. Would it be possible for you to outline your process? Or at least what sort of software you are using for these environments?
Hello (ΘLΘ) We did an interview where we talked about process a little bit. Its a combination of volumetric light, 3D prerendered backgrounds, 3D scanning, and Dreams on PS4! ☾ ♛ ◡ ♛ ☽
Dreams?! That's crazy! Using 3d scanning is amazing though. I got inspired enough by this to start working on my own pre-rendered graphic point and click, check it out!
This is super charming. I love how you have made the environment messy/squalid without it being visually confusing for the player. The only thing I'd personally change would be for the icon to be selected on the selection screen to be highter/brighter rather than duller/dimmer, but that might just be me.
Claymation Rules!!
gives me The Neverhood vibes
In the short time I've been playing this game, I can only say that it's amazing. Its aesthetics, the environment and the art that composes it are sensational. I enjoyed it a lot and I'm looking forward to its second installment