COALESCENCE (Alpha Build ver.2)
A downloadable game for Windows
COALESCENCE is a PC exclusive action-horror game set in a bizarre brutalist structure on a Hycean planet in humanity’s far future.
Inside a living, changing building, the player is expected to survive against the building’s volatile mind and the creations come within it, whilst exploring the building and trying to find answers.
A Game by Studio Giraffe
Okan Ataç - Story & Narrative, Gameplay Design, Game & Systems Code
Emre Avcı - Level Design, Environment Design, Lighting Design
Mete Şimşekol - 3D Art & Animation, UI Design, Texture Art
Yağız Kurt - Gameplay Design, Sound Design & Sound Tech
The build is an alpha build, made as a student project for graduation. It showcases various systems, atmosphere creation and game mechanics. It is not a commercial game, and made with no profit motive.
Copyrighted music is included in the build, just to be representative elements.
Music used:
AMENRA - Ogentroost
Natural Snow Buildings - The Winter Ray (album, various tracks cut and used)
Capcom Sound Team - Resident Evil 1 Remake Save Room Theme
Status | Released |
Platforms | Windows |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Authors | Studio Giraffe, methe.png, Yagiz Kurt, Okan Ataç, soevhern |
Genre | Action |
Tags | FPS, Horror, Survival Horror |
Download
Install instructions
Extract the zip and launch the .exe file.
Comments
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Pretty decent but unpolished in some areas, there’s messy hitboxing, incredibly resistant enemies (I’m unsure if the game just wants me to avoid combat), unfortunate movement, messy triggers and environment (elevators leave without you (left me softlocked) and traps don’t hurt enemies (turrets and zombies should fight).
Overall on the narrative though, the Sci-fi piqued my interest but the zombie plotline is okay and I feel the game hit me right when doing the intro, the isolationism and quiet was a bit more effective.
Thanks for the comment! I want to address the combat part, no enemy is designed to be a bullet sponge or anything like that but every one of them has certain weakspots that would cause them to take more damage and we intended for players to at least land 1-2 hits to their weakspots in combat.
But, we are also aware that it is not very clearly explained or shown visually which was due to our lack of time since this was a school project that had a tight deadline.
I actually agree with you with the traps, but we added them into the game in very late stages of development so we wanted to keep them very simple to avoid problems and bugs that might occur.
Other problems you mentioned was caused by a lack of testing feedback from other people since we didn't really have a test team and when you are testing things as the developer you can miss a lot of small details like that :(
Your feedback was very valuable, really appreciated. Hope you have a great day! :)
I didn't realize this was a school project, that makes everything even more impressive.
Thank you so much :)