A32 and the 8 Pages is a Slender Man–style first-person survival horror game set inside A32, B52, and the surrounding Jubilee forest — except instead of Slender, you are being stalked by Jamie Twycross.
Built in under 24 hours during a hackathon, this project is both a horror game and a tribute to the life lessons we picked up in Jamie’s Programming & Algorithms coursework — ship early, stay curious, try new tools, and never assume GitHub will be up when the deadline hits.
You must locate 8 scattered notes left by a missing classmate, who had gone mad after finishing the coursework.
Each page you pick up increases the intensity and frequency of Jamie’s appearances.
Survive long enough to grab all 8 — or get caught.
This project was inspired from Jamie's challenging coursework and is a tongue-in-cheek love letter to Jamie’s teaching style — especially his insistence on finishing early in case GitHub dies at 23:59.
- Engine: Godot 4, Blender
- Script: GDScript
- Assets: Combination of custom meshes and Creative Commons imports
- Workflow: Parallel tasking — half of team built environments, half implemented player & enemy logic
- Version Control: Git & GitHub (with merge conflict battle scars to prove it)
- Page collection system increments difficulty and updates game state
- Dynamic horror pacing — the more you collect, the more aggressive the threat becomes
- Player controller using standard Godot 3D kinematic controls
- Appears and repositions based on player progress and distance
- Presence frequency scales with number of collected notes
- Maintains pressure without predictable pattern to preserve fear response
- Interior sections (A32, B52) + exterior forest environment
- Layout guided by classic “yellow tape” principles for visual navigation
- Mix of self-modeled structures and imported assets for speed
- Basic screen-space effects
- Shader variables controlled via GDScript for dynamic cues
- Zero Godot experience for most contributors — learned engine on the fly
- Time pressure — game logic, environment, and shaders built in parallel
- Merge hell — four sub-projects merged into one repo with broken interactions to fix at T-minus minutes
- Final-minute bug — page pickup function broke after merge and had to be troubleshooted under deadline
- Shipped a fully playable 3D horror prototype in 24 hours
- Learned engine, scripting, export pipeline, shaders, and Git workflow on the fly
- Built something cohesive despite parallel development and constant breakage
- Preserved both humour and horror in one deliverable
- Godot scenes/environment vs procedural trade-offs
- When to import vs when to model from scratch
- Shader logic and binding uniforms via GDScript
- Team collaboration under fire (and why merge early and often is not optional)
- And most importantly: submit early because GitHub owes you nothing
Probably “Coursework 3 and the 8 Pages” — assuming we pass Coursework 3 first.