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Paranormal Dispatch

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Flock Valley police, how can I help you?


The game may take a while to load!

If the game runs poorly, consider trying the standalone version!


Paranormal Dispatch is a game largely inspired by analogue horror trend in conjunction with the satanic panic of the 1980s, representing a sort of "dark americana" as viewed through the eyes of a foreigner. You are tasked with coordinating a squad of investigators going on missions to locations both mundane and paranormal, while managing their mental and physical state.


Currently the game is a demo build which demonstrates the basic mechanics in a tutorial.


If you wish to follow the development and suggest new features (or just chat) please consider joining my development discord


Fun facts:


  • This is a remake of this legacy project. Because in the year or so since it's creation I got way more resources and skills at my disposal and it was no longer representative of the game I could make, hence why this exists as a functional demo.
  • The game is made entirely with open source software with ethically licensed assets (either creative commons zero or hand-made) so the net cost of production was 0$
  • The game originally had doors before I decided that it would be more fun and stable to have a game where you can't hide behind faulty door hinge physics

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Treasure Hunt review!

### Aesthetics: 5 / 10

You certainly put a lot of effort into your style but I still feel like I'm looking at a bunch of icons instead of real art.

### Originality: 8 / 10

It's a pretty unusual take on point-and-click adventures.

### Challenge: 4 / 10

The whole reason this game took me a long time was because I couldn't tell how was supposed to enter the corridor, which was apparently not something the game was actively trying to hide from me. Beyond that, it's pretty easy to just click around until you find the right stuff, though very few of the objects you can examine seem to serve a purpose. It also took me a while to figure out how to switch between characters.

### Fun factor: 4 / 10

The interface is a bit of a drag. At first I was worried the command line was going to be the whole game, and it does not work well at all. Slow-scrolling text that you have to wait for if you want to read it. Commands that you can only enter if you're on the home screen and they take you to another screen where you can enter a command but are really just supposed to press enter because commands don't do anything there. Then in the actual game you gotta deal with the same slow text, only now it prevents you from quickly trying out lots of environment interactions.

### Content: 6 / 10

Multiple game modes. Two controllable characters. A bunch of rooms in a house with lots of interactive objects. Not bad.

### Total: 27 / 50

(The Treasure Hunt review score is different from the standard Newgrounds review score because it uses different criteria.)

Dude what an exceptional find. I love how unique this approach is. Great vibe. SOLID. Favorited.

CrudeWax responds:

Thank you, I highly appreciate it! You can also join the server to help build our community and leave suggestions if you want.

Looks and sounds great, the style is cool. the progression/ onboarding is really good at the beginning (though its a bit frustrating not being able to skip the recording if you accidently enter the wrong command or reset game).

Made it to the first hall on the right after the dark room(which was a bit elusive to find), there the game glitched out, made some awful repeating loud noises (clearly stuck in am ∞ loop or something), this froze my browser.

No problem, I wasn't too far along anyhow, and the game looks cool enough to try again.
Unfortunately, had the same problem on the second play at the exact same moment.

Prior to that moment it ran well, I considered downloading the standalone version but my gut+logic tells me that both builds are likely to have the same bug and I'd rather not crash my computer +current work session to find out.

This build looks good but wished I could get further.
Thank you for sharing and keep at it

***SPOILERS*** BEOLOW
Specifically it seemed to be the monster/paranormal encounter trigger or when it activated but it was never visible when the screen froze. The game didn't freeze when transitioning the view to the hall though, specifically it seemed to be when the thing attacked because of the sounds the game made. Sounded like it was trying to play the sound on every tick or something

CrudeWax responds:

Please try the standalone version as it tends to be way more stable, thanks for the feedback!

Credits & Info

Views
424
Faves:
9
Votes
71
Score
3.66 / 5.00

Uploaded
Aug 23, 2023
1:41 PM EDT
Software
  • Audacity
  • Godot Engine