Wide Berth

Wide Berth

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 2.79
fun: 2.71
innovation: 2.68
theme: 3.11
mood: 3.36

Navigate hazards in limited space in 2.5D

(sorry for 4GB download)

Gameplay

- *escape* through the lit door to win
- *collect* the items scattered throughout the level to unlock the door
- *avoid* the guards and exploit the slowing magic of the skull to navigate their patrol

Controls

- movement - WASD
- pause - tab

A very short experience in its current form (and relatively large due to the Quixel assets and lighting, sorry!). Strictly an itch.io download so use the itch.io desktop app if you'd like to see the game auto-update if I expand on it in the future. Thank you for playing and please feel encouraged to comment critically on the features that made it in or the ideas to expand listed below! Especially if you are familiar with UE5 development and found anything amateurish, this is my first actual export from UE and I'd love any resources you think could be beneficial!

Jam Resources

- Unreal Engine 5.3
- Quixel Bridge (3D assets and textures)
- FL Studio (title screen music and some sound fx)
- Critical Failure Studios (PaperZD UE plugin for 2.5D tools)
- CobraCode (2.5D walkthroughs on youtube)
- axulart (free character spritesheet on itch.io - https://axulart.itch.io/)
- leohpaz (free music and sound fx - https://leohpaz.itch.io/)

Known bugs:

- title screen aspect ratio not adapting to certain displays
- carpet beater collectible not picking up (the item at the top center of the map)

Features that didn't make the time crunch:

- difficulty slider was supposed to impact the environment lighting (easier = more visibility and slower enemies)
- more player involvement through an ability (e.g., collect a single-use flare that slows and reveals enemies in the throw location momentarily)
- more diversity in items and item placement and level construction to evoke mild puzzle sensations and distinguish the items from their environment (e.g., a shiny gold bar that requires precarious motion through a predictable patrol pattern) as well as replay incentive to feel challenged to collect more than the minimum number of items
Found a bug?
Tell us on Discord