Ouroboros Paradox

Ouroboros Paradox

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overall: 2.96
fun: 2.52
innovation: 2.69
theme: 3.02
graphics: 3.28
audio: 3.39
humor: 2.06
mood: 3.14

Ouroboros Paradox #



Pre action report: ##


Officer 418 ###


Preliminary assessment is showing a paradox loop exists on March 12 - 14, 2020

The source of the loop is a train, travelling from Chicago Union Station (March 12th)

The source of the loop is unknown, but the effect is that the train has attached back onto itself, creating an infinite corridor. While the train is stuck in this loop only between the 12th and the 14th, conditions inside the train may be unstable, and time is most likely also looped back on itself.

Deployment to the train will be a precision operation, and equipment will need to be sent separately, entry conditions are too small to allow a full deployment.

I will be the first to deploy to the train, and will assess the situation, if possible I will resolve it. Otherwise I may be stuck there for some time until additional resources arrive from the outside.

All arrangements are in place, and the deployment team will send me down as soon as I feel I have adequately prepared.

Controls ##


Controls are the normal WASD - apologies for those on non-US keyboards, we wanted to make these mappable, but didn't have the time during the Jam.

Left mouse to shoot

Space to jump

Mouse move to look around

F to speak to NPC

E to interact (limited interactions)

Story (SPOILERS) ##


you are officer 418
Your job (You don't have a choice about accepting it) is to break a train full of civilians out of the Ouroboros Paradox, or in simpler terms, the snake eating it's own tail.

Speak to the NPC to gain insight into the situation on the train.
Make your way to the head of the train, and if you can survive you should be able to find a way to rescue the civilians and break the loop.

SPOILER ###

Talk to the NPCs
Fight your way to the engine room
Fight the Boss
Decouple the train from itself (one ending)
Go through the doorway and repeat the process until you have rescued all the civilians who are on the train, and you have beaten the Boss several times (Pesky guy)
Eventually destroy the engine (not implemented - this is the alternate ending, and the only ending in which you actually manage to save everyone, and break the loop for real).

We hope you enjoy our jam game #

Built by our team of three Musicians, four Artists, three Developers and one Support role. From spamming the LD site with adverts for a team, we managed to pull together an awesome group of people who have never worked together before, and we knocked out an awesome game.

Music by: ##


Fadi Khoury ###


ldjam: @fadi-khoury

Website: https://www.fadikhourymusic.com/home

Sound Design by: ##


James Mello ###

*Sound Design & Music - I love to collaborate and bring games to life through sound and music!*

Twitter: @spidertears

Instagram: jamesrmello

ldjam: @james-audio

Website & Full Portfolio: https://www.jamesrmello.com/

Christian Camargo ###


Instagram Profile: @cncsounddesigner

ldjam: @christian-camargo

Art, Models and Animation by: ##


@Xist3nce

@Rhym

@Akmon

@1d10t_gaming

Development by: ##


@wospy

@BmanStudio

@Shunaky

Supported by: ##


@TolMera

Honourable mentions: ###

@voidsay for haunting, and for encouraging people who were looking for a team, to contact ours.

BUG FIX VERSION AVAILABLE #


Hey all, Thank you so much for giving the game a try. The team did an awesome job, creating an awesome array of things for this game, a number of which could not be shown off. Especially all the music and audio effects, we have multiple effects for 6 different weapons hitting different surfaces, effects for the gunfire, effects for the reloads. The Audio guys did an awesome job and we just barely got to show of about 10% of all their awesome work.

We also didn't get to show off all the room variations, all of them has been created, but for some reason things just didn't go together as expected at the end.

But now the GOOD NEWS <In your best Farnsworth>
We have re-released the game! https://ld47-webhost-postjam.s3-eu-west-1.amazonaws.com/index.html
Now with 100% more bug fixes - no new features - so it should be inline with the rules if you want to re-rate the work :) but I will understand as well if you stick with your original rating.

Bugs that were fixed:
The infinite loop just ended after the first boss room - The code had been written, but had not been hooked up in the release, but had been hooked up in private scenes (Unity)
Gunshots - There was a bit of trouble with this, as it had been implemented multiple times - it's been corrected and the raycast system hooked up.
The Boss floating in midair, I just dragged him down to the ground.
The particle effects when oyu hit an enemy kinda sucked - this is because webGL looks different to unity's inbuilt player, so you couldn't see the sparks very well. We tweeked the particle system so you can see the sparks better.
Game AI - It was confusing to the players, so I trimmed some of this down.
World lighting - There were far too many lights in the scene, and they were making things very dark. I removed a bunch of them, and added one to the player to fix this bug. You now have light so you can see what's happening

MOUSE SENSITIVITY - The game is so much more sensitive on WebGL, the code for all of that had been written, but not correctly connected.

VOLUME CONTROL - I added some sliders for later development, but didn't hook them up, so this is purely graphical on the menu, and not a feature

I also attached the Health system to a couple of objects that had not been hooked up correctly, and shifted a few objects around a touch to stop different bugs, like running through walls and the AI wondering through closed doors.

I hope you like the game!

Twitter: @PixelProphecy played the game >>> https://www.twitch.tv/videos/781773613?t=00h20m48s
Was cool to see them play, but this is the buggy version, if you play ;) play the bug-fixed HTML version.
Found a bug?
Tell us on Discord