A downloadable computer game for Windows, macOS, and Linux

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'RIFT' Electric is a first person puzzle game where you take a questionable job listing  and must enter strange homes to turn off all the lights. Using a lens that reveals hidden objects and electrical connections, you must figure how the rooms are wired to escape safely.


ControlButton
MovementWASD
Interact'E' or Left Mouse
Toggle Lens'Q' or Right Mouse
Electrical Gates ManualTab (Hold)
StatusReleased
PlatformsWindows, macOS, Linux
Rating
Rated 4.5 out of 5 stars
(4 total ratings)
AuthorJohn Cavatelli
GenrePuzzle
TagsFirst-Person, PSX (PlayStation)

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Click download now to get access to the following files:

'RIFT' Electric.zip 52 MB

Development log

Comments

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This is fantastic! Such an incredible amount of personality and charm here. Awesome work. Two questions because I want to learn from you:

1. What did you do to achieve the graphical style? A combination of Shaders + Lighting? Filters? I'm unfamiliar with highly stylized graphics like this, so any pointers would be great!

2. What did you use to move the camera in the ways you did? The movements seemed too detailed to be manual/unassisted by a library (I could be wrong, though!).

3. Is your code/project available on GitHub? I'd love to check out how you approached it.

I only wish it had been a little longer! I also ran into a text scaling issue where the text was too big for my screen on the notes that were on the doors of the house (I have a 1440p screen for reference).

Really enjoyed this - great job.

Thank you for the kind words, they mean a lot to me! You can find the code here on github (a little bit of a mess rn ). 
1. The graphics are a modified version of bayer-dithering, applied as a full-screen effect in URP ( this video / channel is my fav for Unity graphics stuff). Light use of URP post-processing was also used.

2.The title/end screen are built using the default unity animation tools. Just entered record-mode, moved the timeline, and then moved the camera along the path (although cinemachine could probably accomplish this better). The intro cutscene are just stills moved/scaled in a similar fashion with a worldspace canvas.

I definitely aim to make the game longer and more robust for resolutions! I designed it for a fixed aspect ratio for Webgl but had to switch platforms last minute because of compile issues. I joined the jam a bit later and ran out of time (and didn't wanna crunch like with jams in the past). Once I finish the project I hope you'll give it another go :)

(1 edit)

I'll definitely give it another go after an update - thanks for the resource links and explanations!