Trailer: https://drive.google.com/file/d/1ypXIv-usVlLpj2-czT20-6WDYYws7MzC/view?usp=sharing

Build: https://drive.google.com/open?id=1NqEPEnD9iAAVZmRCRF1UAD97d_2MXaoQ

8th Sense is a stealth adventure where the player needs to overview multiple sensor screens, to solve puzzles and avoid danger.

An evil AI took over the intelligence research lab on mars. As final hope a scientist sends the last friendly bot to delete the evil AI. While the environment is hard to maneuver and full of enemies, you have one advantage as a bot: A ton of sensors to guide you. Enemies detect specific sensors, so sometimes you have to rely on limited information to stay hidden.

To succeed, the player has to keep an eye on all sensor screens at the same time, overcoming obstacles, detecting dangers and proceeding towards the core.


Idea Presentation


Paper Prototype Presentation

Interim Report Presentation


Alpha Release Presentation

Playtesting Presentation

Final Presentation



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12 Comments

  1. Unknown User (ga59kuh)

    What is your favorite aspect of the proposed game? Why?

    I really like the idea of splitting information across multiple views. This forces the player to remember what he saw before and increases the difficulty of even simple levels by a lot. 

    What is your least favorite aspect? Why?

    I'm not really a fan of showing all the camera's in the top at the same time, it looks kind of cluttered. Maybe it's an option to just switch between them without preview and adding some nice transitions. 

    Which single change or addition would you suggest to most improve the game?

    You have all those different systems running in parallel, make sure to add some puzzles that really rely on using them in combination with each other.

  2. Unknown User (ga78rum)

    What is your favorite aspect of the proposed game? Why?

    The creativity you can put into different shaders makes the game attractive from a visual point of view. As every view looks different just puzzling those together will already be a challenge on its own.

    What is your least favorite aspect? Why?

    I don't like the screens floating somewhere in the upper screen half, it rips the environment apart. Something more immersive would be nice, e.g. having them on a wrist attached computer (if the player were human...).

    Which single change or addition would you suggest to most improve the game?

    In my opinion there are a lot of puzzle games out there that do not stand out on their own due to lack of a greater concept. It is very important for attracting me as a player, that the environment, story and the puzzles of the game have a connection in between them. I would not want to play a puzzle game in which i solve puzzles without a purpose. Therefore, I suggest that level and story design should take up a big part of the game. It is not necessary to have a fully narrated story or voice recording, just the setting as such has to have a clear purpose. E.g. save princess peach from the dungeons of this castle, cause you want to...eh... you are her brother.

  3. Unknown User (ga97zar)

    What is your favorite aspect of the proposed game? Why?

    I really like the added challenge in puzzles, by making the player choose between six different camera perspectives, each revealing new information. This way he has to remember important information from other views.

    What is your least favorite aspect? Why?

    I would not show all cameras, but make the player rather switch between them. This way he really has to remember what was on the other screen and can not just "cheat" by looking at the smaller version of the screen.

    Which single change or addition would you suggest to most improve the game?

    I would deactivate certain cameras in certain areas of the puzzle (showing the areas with ingame feedback such as a force field). This way, they player has to go a certain distance remembering what he has to avoid. I think this would add many fun and challenging gampley moments and would make this puzzle game stand out even more.

  4. Unknown User (ga78vup)

    What is your favorite aspect of the proposed game? Why?

    I am excited to look forward to the results of your shader and in my opinion your game design supports showing of your core strengths in shader development. Additionaly the game centered around its coremechanic to use these visualisations to solve puzzles is flexible enough for fixed deadlines, since puzzles can be added and chained.

    What is your least favorite aspect? Why?

    I don't like the Idea of moving enemies in a puzzle game, especially if you have to solve them with multiple displays/monitors. I can imagine myself as player be stressed out by tryin to move and evade.

    Which single change or addition would you suggest to most improve the game?

    I would suggest to have static enemies only, so that the player can focus on using the core mechanics only to complete a level.

  5. Unknown User (ga65vej)

    What is your favorite aspect of the proposed game? Why?

    I like your setting. Without fighting the AI or having the AI as support it feels fresh "being" the AI.

    What is your least favorite aspect? Why?

    I think it could be too challenging for a human player to keep track of all views. It could be very hard to design situations to make the gameplay interesting without overloading or boring the player.

    Which single change or addition would you suggest to most improve the game?

    A toutorial of some sort. Introduce only one sensor at a time and gradually increase the load on the player.

  6. What is your favorite aspect of the proposed game? Why?

    I dig the gameplay. I really think you can design very interesting levels with your mechanics!

    What is your least favorite aspect? Why?

    I think there will be a challenge in "balancing" the different views. Some sorts of information just seem to be a lot more useful than others. For example the "what will open this door" view could end up as a gimmick that is not useful in any other situation, whereas a "where are enemies" view needs to be balanced with lots of "where-are-enemies-view"-sensing enemies (big grin)

    Which single change or addition would you suggest to most improve the game?

    Decrease the number of views, and focus on puzzle elements that need combinations of views to be solved

  7. Unknown User (ga54reh)

    What is your favorite aspect of the proposed game? Why?

    Having the same scene visualized by a variety of shaders as an information gain to solve puzzle is a great idea.

    What is your least favorite aspect? Why?

    A more immersive way of displaying the sensor screens would be nice.

    Which single change or addition would you suggest to most improve the game?

    Focus on a challenging puzzle design that requires to use a combination of the provided sensors to solve it.

  8. Unknown User (ga58kav)

    What is your favorite aspect of the proposed game? Why?

    I like the puzzle mechanic where enemies can detect certain sensors only. Having puzzles which force the player to be in specific positions in order to activate sensors to get information sounds fun and very challenging at the same time.

    What is your least favorite aspect? Why?

    Being able to see all views at the same time. I think this either confuses the player too much or provides him with too much information.

    Which single change or addition would you suggest to most improve the game?

    Therefore, I would suggest to reduce the amount of small camera views to one or two and the player would have to cycle through them. This would force them to test different camera combinations to solve the puzzle.

  9. What is your favourite aspect of the proposed game? Why?

    The novel puzzle concept requiring different views/sensors to solve sounds clever and intriguing.

    What is your least favourite aspect?

    The fish-eye view seems rather pointless to me. It's annoying to look at and if you want to see different parts of the room, you can just turn around. You can't see them at the same time then, but I can't really think of why you'd ever need to.

    Which single change or addition would you suggest to most improve the game?

    I think, since one probably doesn't need all view in each and every room, that each room should come with a subset of views that are active in it. This way the game could start with puzzles only concerning the basic view s.a. regular and cable and, as the game goes on, include rooms that allow (or force) more fancy sensors to be used.

    That way the player isn't overwhelmed by the amount of screens but at the same time it allows for new sensors to be added in the future and in general an unlimited amount of sensors to exist in the game.

  10. Unknown User (ga96faj)

    What is your favorite aspect of the proposed game? Why?

    The different views are really cool. Espeacially if you HAVE to switch between the right ones to complete a level. Figuring out which ones to use when could be super cool.

    What is your least favorite aspect? Why?

    Ironically i also dont really like the idea of the multiple views, since i am pretty sure that most of them will be kind of gimmicky.

    Which single change or addition would you suggest to most improve the game?

    Have less views but ensure that you really need all of them.

  11. Unknown User (ga27vax)

    What is your favourite aspect of the proposed game? Why?

    I like the idea of having to assemble the level layout from multiple unique views 

    What is your least favourite aspect? Why?

    The puzzles will be very difficult to design so that they are i) not too overly complicated, ii) require to use all the views and iii)don't seem to be obviously designed around the views available to the player

    Which single change or addition would you suggest to most improve the game?

    Maybe focus on having only one level that proves the idea rather than making multiple mediocre levels.

  12. What is your favorite aspect of the proposed game? Why?

    The idea of having multiple cameras that can help you (and in some cases are required to progress) is really creative and easy to pick up by a player while also being a very powerful game element.

    What is your least favorite aspect? Why?

    The success of the game hinges entirely on good level design and that is a lot of pressure. Good level design takes a really long time and it will be very difficult to model good, entertaining levels in the given time frame.

    Which single change or addition would you suggest to most improve the game?

    Display less camera views to the player so you don't overwhelm them. Maybe only allow the player one full size view and one or two small views in a corner. I think the average player would not be able handle more without getting frustrated or overlooking things.