WW1_Mainscreen

TELEGRAM

WW1_Telegram

Nominee-2013

TELEGRAM is a game made for the Asylum Jam.

Set in the Battle Of The Somme (WW1), you play as a Telegram boy, sent to deliver an important telegram to the Allied British forces in the Somme. This is a short-and-sweet horror game about your story in the base.

My aim was to make a game with as little cliches as possible, most importantly – as little Jumpscares as possible. Some would argue I didn’t make this goal, as blood writing may be a cliche, but it’s essential to the actual game, if I’ll have to say so myself.

WW1_Screenshot1

 

I am well aware this is very short, small, and has little characterization and story, and my main argument is “You can’t really make a decently-sized horror game in 48 hours”. While some would consider it alright, many will say we were all just lazy, unproductive, unmotivated, idealess, or generally procrastinated. While other game jams provide much more lifespan for games like Ludum Dare and other 48-hour jams, making a horror game was quite hard, specifically with our ideas. I had limited time, models, and literally no cash to spend on anything. It was just myself and the blokes who help me. I hope you appreciate the game for what it is, though.

I would like to thank Dominykas Žalalis, André Engelhardt and johnney_ripper for their help with the project (detailed credits in game).

WW1_Mainscreen

PLAY HERE (Online)

Alternatively, for detailed graphics options and recording:

Download (Windows)

Download (Mac)

Download (Linux)

 

ss (2013-10-09 at 08.53.53)

Asylum Jam: IT’S ON!

Edit: TELEGRAM is released! Check it out here.

Yes, it’s a WW1-themed Asylum Jam horror game! In the game you play as a Telegram Boy, sent to deliver an important telegram about a german spy roaming in the Allies’ forces. As you arrive to the British base you see it has been raided, bloddy and graffitied. Little did you know what you’ll find there…

For now I have finished the basic engine. I have a flashlight system, some animation, basic level design in mind and notes to leave around. I also want to make it as intelligent as possible, so no Jumpscares at all. That’s right, Challenge Accepted: No Jumpscares.

Why? I hate jumpscares. As Urban Dictionary puts it:

The jump scare is used by unimaginative filmmakers as a cheap method of frightening the audience.

It is very cheap IMO.

So, here’s some screenies of my engine and level design concepts.

 

 

Alon Karmi's Domain of programming. Literally.