QoL Upgrades, Monster Area Makeover, and The Missing Video


New features

  • New main menu music (big thanks to Hamza for making it just for a lil' update!)
  • New settings menu
    • Includes volume sliders and the new controls.
  • New player Camera-Relative controls (set as default)
    • Inspired by classic Resident Evil-style tank controls, the original setup was a bit clunky, although it didn't suffer from camera changing drastically relative to the player. The new system moves the player relative to the camera's direction :
      • Easier to understand directional movement
      • Can get awkward during abrupt camera angle shifts (like when pressing "W" suddenly sends you backwards)
        • Mitigated a bit by having a "memory" of the past camera directions until the player stops pressing or changes directions.
  • Remade the monster area
    • The original version had rough camera placement that often caused unfair deaths. This remake aims to fix that with :
      • A new phone-based puzzle 
        • Yes, you can now call the monster
        • Sadly, he's not interested in having a conversation
      • Slower, more deliberate pacing
      • Less frustration from camera-related deaths
  • Added previously not playing video.
    • The video player didn’t work in the web build for the jam, so a custom player was built from scratch. It now plays on the monitor near the player’s spawn.

QoL Changes

  • Doors now disable physics while moving and don't push the player around.
  • Changed a few camera angles which were a bit awkward to move through the level.
  • You can now right-click to go backward while entering lock combinations.
  • Added new UI sound effects.
  • The monster is now slower and stops much farther from where he has last seen you.
  • Added a checkpoint before the monster area.
  • Changed the way the paintings are displayed
    • The old paintings were shown through a fixed camera when the player went near them, now you can interact with them similar to other objects like keys or documents.
  • The game now saves after you pick up an item, instead of before.

Bug fixes and small improvements

  • Fixed a few collisions blocking the player.
  • Fixed stretched images in the inventory UI.
  • Improved monster visibility by duplicating and rotating sprites (the 2D sprite was often hard to see when it followed the player)
  • Added a few lights around the map
    • To reduce flickering shadows, lights are now dynamically enabled/disabled based on which room you're in

A Note on Playability

When we first made this game for the jam, to be honest — I wouldn't consider it a playable game. Between the clunky controls, camera issues, and some missing features, it felt more like a very rough sketch than a full experience — even by game jam standards. This update doesn’t turn it into a polished, complete game… but it does make it playable, you know, in the sense that the monster and the cameras are no longer working together like a horror tag team trying to end your existence in the most confusing way possible.

With the new controls, some better camera angles, and a more forgiving monster section, I finally feel comfortable recommending people try it out as a prototype. There’s still a lot we could improve with more time — things like better animations, more visual polish, and tighter level design — but those would require a bigger overhaul, and honestly, more interest in taking this game further.

For now, I hope this version gives a clearer look at the original vision, and that it's a smoother, more enjoyable experience than before. Even in its current state, it’s been a valuable learning experience in game design and polish.

Files

Energy-X.zip Play in browser
Mar 31, 2025

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