Last Passenger - Scream Jam 2025

2025 November 03

A couple of weeks ago I made a spooky escape room game in a week!

I was intending to write this post right after the jam, but hayfever got the best of me, so I've been squinting at my PC through red eyes for a while. Unlike my previous jams, this was a (mostly) solo-dev project. Before the jam I felt a strong need to prove my ability to "finish" a jam, as the past couple of times I lead a game jam we weren't able to finish.

Something personal would always come up and stop me from being able to give my all to a game. I know jams are smaller, fun projects, but this didn't stop th guilt building up from those experiences. I felt the need to try to show myself I am capable of completing a jam, and reliable enough to do a jam with.

Studying the genre

Prior to this jam I didn't have much experience with the horror genre. I tried to make up for this by playing some horror games in the lead up to the jam. I didn't have as much time, but I did manage to try:

  • Paranormasight - A fantastic mystery visual novel with great character writing
  • Fatal Frame: Maiden of blackwater - A great third person PS2 horror game. I didn't get too far into this before the jam
  • Alien - I thought this would be more horrory, but it was a pretty fun movie!

To me; a traditional horror game is an interactive experience which relies on hand crafted moments which build up atmosphere. I want to make something that feels impressive in this way. The recent trend of procedurally generated experiences and high-repetition games has left me feeling a desire for hand crafted one-off experiences in spaces which change over the course of the game. This, of course, requires more work for less play-time. As play-time has become a metric for what makes a good game for some gamers it's difficult to justify this decision, but I hope it plays off in the long term!

Other prep I did for the Jam

Because this jam was a solo endeavour I knew that I would need to prepare as much as possible. I set up a personal godot references project, which has a publically accessible git repository here
In this repo you can find some things I made to prepare, and links to any tutorials I followed in the readme. The things that I made sure to lock down before the jam were:

  • Skeletal mesh look-at IK in Godot [Sadly didn't make it into the jam :( ]
  • UI Animations and Sound Effects [Also sadly didn't make it into the jam :( ]
  • Dialog systems
  • Mesh and level loading from blender
    • Importing collisions with meshes
    • Importing collision-only assets
    • Importing skeletal meshes with animations
  • Faked volumetric lights
  • Testing a HTML game without pushing it to itch.io first (This helped heaps!)

Although I didn't use a couple of the things I prepared for the jam, having experience setting them up helped me understand the Godot Engine much more intimitely, and they are helping me get the post-jam update very polished.

Jam Development Timeline

10.10 - Family was visiting, I just worked on a brief outline of the characters:

  1. Lappy - The main character
  2. Station Master Allan - The AI voice who talks to you over the phone
  3. The train's emergency support helpline - Was intended as a tertiary, more human character. But was cut to save precious time!
A wide angle view of a demo scene. There is a small environment made of white blocks, which features ramps of varying angles to test walk-angles, as well as a simple train blockout to test tight camera angles in.
The Last Passenger test scene!

11.10 - Train "movement" (the world is on a 'carousel' upon which the train sits statically) and main menu -> game -> credits flow was working. And, I was able to give Octostitch a character art reference sheet and some notes to start working on the protagonist's design.

12.10 - Train Modular kit setup + screen post processing shader was implemented. Pause menu and settings were also added in then. The character concept was also done on this day, and I started using a billboard with the concept as a stand-in character, as seen here:

2 Screenshots in a greybox scene, where the camera is focused on a billboard of a mouse girl, with no lighting on the mouse girl so she stands out.
Billboard Lappy

13/10 - The interaction system was added! As well as Lappy blockouts + some interior lighting. I also got my friend to try the game, so I had to get Linux builds working then too. I also made a debug menu that I could easily bring up in case the build didn't work. Everything was fine, but the menu helped a lot later on.

2 Screenshots in a greybox scene, where the camera is focused on a
Lappy's first blockout + testing the post-processing shader

14/10 - My back was really sore! The punishment for getting so much done the day before. I was still able to finalize the character model, I got pretty stuck on figuring out how to make the hands appealing, I think they came out good in the end though.

2 Screenshots in a greybox scene, where the camera is focused on a
Iterating on hands

15/10 - The train has colours now! AND I implemented the fake volumetric light for the train's front light. Lappy received some great textres from Octostitch too. I whipped up a rig for her, and found a great tutorial for IK's (I always need to look it up becuase I don't make characters too often) here's that guide.. The first Allan / Lappy dialogue was also done here! I had a lot of fun playing with dialog mechanics, I hope it's as fun to play. I'm not very confident with writing for games, but people seemed to like what I did for this, so I'll definitely have an easier time getting right into it next time.

2 Images of the mouse girl, one is not posed, the other is jumping in the air with an energetic pose, similar to the Sonic Adventure 2 Sonic pose.
Rigged and ready

15/10 - Lappy has wiggle bones for the ears, clothes and hair. Most tutorials for this are uncomfortable to watch, I might need to make my own tutorial so others don't have this issue... I also started work on the other train carriage.

An animated image of the mouse girl rising through the floor then spinning, the ears and skirt have some physics so they wave when the character moves.
Wiggle Wiggle!

Editing note: This blog post was written on 03/11, but I didn't edit or post it at the time to focus on study for the JLPT N1 Japanese exam in December. I just wanted to finish it up and have it posted before I write the next Passenger post. Sorry for the scrappy half done post