Uploaded February 2021 | Updated September 2026, 6 days ago
As written by muciojad.itch.io/cargo11b (As of 07/02/2021):
cargo11b
Game description:
Take part in dark adventure, which takes place in year 2030 on space station, in space underworld well known from "cargo" broking services.
Play as mercenary Nick Rycle and investigate why station is sending SOS signal. Determine what happened to the crew, and backup data from emergency systems.
And watch your back.
Features:
* AA+ game standard(various systems, like inventory, notifications, interaction system, cutscenes, fps shooting, bossfight)
* slender-like key items gathering
* moody sounds
* environmental storytelling
* short, but action-packed (30+ mins)
Recommendations:
* use headphones
* focus on playing
Note: this is alpha version, created as my final bachelor project.
More information
Published 2 days ago
Status Prototype
Platforms Windows
Author Muciojad
Genre Action, Shooter
Made with Unity
Tags FPS, Horror, Monsters, PSX, Sci-fi, Short, Space, Survival Horror, Unity
Average session About a half-hour
Languages English
Inputs Keyboard, Mouse
Accessibility Interactive tutorial
Review:
Finally, I completed the game! This took me way too long haha. The Issue is somewhat that it is hard and that there is no checkpoint- or safe zone-system. However, the major reason for this, is the fact that I, due to the large amount of enemies, believed enemies respawned when killed, meaning I would have to go stealthy and avoid fighting at all costs. This often resulted in me running and the monsters coming at me five at a time haha.
Now, the game in of itself is really great. It has amazing graphics and mostly great animation, a few enemies just kinda moonwalk past you. The audio is good, however the constant tapping and background noise can seem a bit rugged, and not all too natural in the environment. The graphics and map design simple raise the standard so high, that despite the background noise being of decent quality, it does not seem fitting. It is a little too loud and sudden when starting and stopping, almost as if the audio que is cut off before it finishes. The rest of the audio is however very good! And my god, that model for the boos was so scary, as well as the introduction thereof!
The AI was a bit inconsistent and confusing at times, though if you play it as it should be played, meaning actually killing the enemies and not sneaking around, this would not be much of an issue. I would recommend putting more emphasis on the fact that weapons should not be a last resort, perhaps when first equipping the handgun or the rifle. And then I think the rifle might need a little buff. I found the handgun to be more useful than the rifle, expect when fighting the boss (my apologies for cheesing that fight by the way :D, I simply did not have the guts or courage to fight it fair and square).
The story is a great part of the game, and the use of objectives was fantastic, as it makes you actually explore the map and appreciate the details of the environment. This is a major part of immersing the player into the game! For future updates/projects you can expand even further on this, by hiding bits of additive storyline or hidden rooms/objects across the map! Rewarding exploration is an easy and genius way of creating extra optional gameplay! The last thing I would really like to see in this game or future projects, all though this is just something I personally really enjoy in horror games, is a chase sequence. The iconic chase sequence, in my mind, is running down a tight hallway followed by an immense creature that you can not or do not have the means to fight at the time of the sequence. This is often a good way of introducing the main villain/monster/creature/etc.
All this said, the game is a clear 5/5, no doubt about it! It does need some polishing overall, but works despite these flaws. I will be looking forward to your future updates and projects with excitement! Good work, and good luck with the exam (I understood that this is a project for an exam)!
-BH
As written by muciojad.itch.io/cargo11b (As of 07/02/2021):
cargo11b
Game description:
Take part in dark adventure, which takes place in year 2030 on space station, in space underworld well known from "cargo" broking services.
Play as mercenary Nick Rycle and investigate why station is sending SOS signal. Determine what happened to the crew, and backup data from emergency systems.
And watch your back.
Features:
* AA+ game standard(various systems, like inventory, notifications, interaction system, cutscenes, fps shooting, bossfight)
* slender-like key items gathering
* moody sounds
* environmental storytelling
* short, but action-packed (30+ mins)
Recommendations:
* use headphones
* focus on playing
Note: this is alpha version, created as my final bachelor project.
More information
Published 2 days ago
Status Prototype
Platforms Windows
Author Muciojad
Genre Action, Shooter
Made with Unity
Tags FPS, Horror, Monsters, PSX, Sci-fi, Short, Space, Survival Horror, Unity
Average session About a half-hour
Languages English
Inputs Keyboard, Mouse
Accessibility Interactive tutorial
Review:
Finally, I completed the game! This took me way too long haha. The Issue is somewhat that it is hard and that there is no checkpoint- or safe zone-system. However, the major reason for this, is the fact that I, due to the large amount of enemies, believed enemies respawned when killed, meaning I would have to go stealthy and avoid fighting at all costs. This often resulted in me running and the monsters coming at me five at a time haha.
Now, the game in of itself is really great. It has amazing graphics and mostly great animation, a few enemies just kinda moonwalk past you. The audio is good, however the constant tapping and background noise can seem a bit rugged, and not all too natural in the environment. The graphics and map design simple raise the standard so high, that despite the background noise being of decent quality, it does not seem fitting. It is a little too loud and sudden when starting and stopping, almost as if the audio que is cut off before it finishes. The rest of the audio is however very good! And my god, that model for the boos was so scary, as well as the introduction thereof!
The AI was a bit inconsistent and confusing at times, though if you play it as it should be played, meaning actually killing the enemies and not sneaking around, this would not be much of an issue. I would recommend putting more emphasis on the fact that weapons should not be a last resort, perhaps when first equipping the handgun or the rifle. And then I think the rifle might need a little buff. I found the handgun to be more useful than the rifle, expect when fighting the boss (my apologies for cheesing that fight by the way :D, I simply did not have the guts or courage to fight it fair and square).
The story is a great part of the game, and the use of objectives was fantastic, as it makes you actually explore the map and appreciate the details of the environment. This is a major part of immersing the player into the game! For future updates/projects you can expand even further on this, by hiding bits of additive storyline or hidden rooms/objects across the map! Rewarding exploration is an easy and genius way of creating extra optional gameplay! The last thing I would really like to see in this game or future projects, all though this is just something I personally really enjoy in horror games, is a chase sequence. The iconic chase sequence, in my mind, is running down a tight hallway followed by an immense creature that you can not or do not have the means to fight at the time of the sequence. This is often a good way of introducing the main villain/monster/creature/etc.
All this said, the game is a clear 5/5, no doubt about it! It does need some polishing overall, but works despite these flaws. I will be looking forward to your future updates and projects with excitement! Good work, and good luck with the exam (I understood that this is a project for an exam)!
-BH




![Rayman 3: Hoodlum Havoc - Episode 4 - The Land of the Livid Dead
As written by https://raymanpc.com/wiki/en/Rayman_3 (As of 29/11/2021):
Rayman 3: Hoodlum Havoc is the third major game in the Rayman series, and the sequel to Rayman 2. Rayman 3 was released in 2003. Like its immediate predecessor, it is a 3D platformer. However, Rayman 3s levels are more straightfoward and oriented towards action and combat rather than platforming and exploration. The main campaign of Rayman 3 is temporally linear – unlike the previous games, where Rayman could physically return to completed locations, each Rayman 3 level is visited only once within the storyline. The overall reception of the game was poorer than that of Rayman 2.
It is notable for being the first Rayman game not directed by series creator Michel Ancel, who was occupied with the development of Beyond Good & Evil at the time. Ancel played a small role in the development of Rayman 3, assisting the team in various areas (such as Raymans new look) and meeting with them to brainstorm ideas for characters and environments.
Rayman 3 features a points-based scoring system; another first for the series. Players could post their final scores on the then-new RaymanZone website. However, this function was disabled when RaymanZone was retooled to suit the Raving Rabbids games. In February 2009, members of the Rayman Pirate-Community contacted Ubisoft and successfully arranged for the creation of a new Hall of Fame.[1] In July 2011, the PC version of the game joined Rayman Forever and Rayman 2 on the digital distribution network Good Old Games. In March 2012, a PlayStation 3 and Xbox 360 version titled Rayman 3 HD was released, with improved textures, framerate, lighting and audio quality. Rayman 3: Hoodlum Havoc - Episode 4 - The Land of the Livid Dead](https://i.ytimg.com/vi/LziYvAqMnvo/mqdefault.jpg)





