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A jam submission

Spark GuyView game page

Submitted by Jorgra2000, JuampaMartinGarcia (@juampahistorias) — 15 minutes, 28 seconds before the deadline
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Spark Guy's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#53.5493.833
Theme#53.5493.833
Gameplay#62.6232.833
Story#62.9323.167
Overall#63.0603.306
Presentation#72.9323.167
Horror#72.7773.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you choose to implement the Theme: Remember the Dead in your game?
The protagonist is forced to remember his family who died in an accident.

Did you implement any of the optional Bonus Challenges, and if so, which ones?
All of them

Did you create your game in RPG Maker?

Yes

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Comments

Host(+1)

So, I didn't play the game all the way through the end. I got to the part where you are supposed to be fixing the TVs, but didn't have time to play further unfortunately.

It is an interesting concept. I made a very similar game to this one as my first horror game ever. It's called Amarok's Howl and it's on my profile page. Feel free to check it out. It's not really great and probably not even good, but it could give you some inspiration if you want to try out this concept again sometimes in the future.

One problem is the lack of visibility. It appears to be the main reason for difficulty for the first levels before you get into the brightly lit building. A flashlight doesn't illuminate literally just the narrow bright beam, it should also make the surrounding area a bit brighter. And some kind of handheld electric lantern that illuminates the area in a circle around you would probably work better in a game like this. The way the game is now, it's more frustrating to play than fun.

Regarding the gameplay... I'm not a fan of the duplicates and triplicates of the ghosts. It would be more thematic to just have the at most just the three 'zombie ghosts' that represent the MC's dead family members and just have those be more 'aggressive' and smarter. There's a way to use RPG Maker's default Pathfinding through a script call and there's also some detection plugin for MV that you could've used.

The way the game is now, it's more like a zombie apocalypse game than the way you envisioned it. You could just replace the repairs with searching for supplies in the buildings and nothing else would really need to change to fully turn it into one.

The game also uses 1-tile high walls for indoor maps a lot, even the RTP sample maps use 2-tile high walls, so the 1 tile walls with the tall POP Horror sprites look extra tiny in comparison. Also, you seem to have used the wrong floor tile in the school area that has those shadow lines instead of the proper one. I appreciate the custom tiles for graves and the school desks though.

Ultimately, I feel like the concept was interesting, but could be much better in practice. You did really nail the theme though!

Submitted(+1)

This was SO FUN!! Oh my gosh! A really cool example of how a clearcut, simple premise and game mechanic can be implemented so well. I could see this going on for dozens of levels and I'd have fun with it. I really enjoyed this. I had one issue where the screen would sometimes flash when I turned and that was jarring, but other than that no real issues. Loved the sprites, everything was clear and readable. I always felt like I knew what I was supposed to be doing. Just a fun series of puzzles with a sad overtone and story. Very, very fun.  SPOILERS - the way I gasped out loud when the water started going towards the family, haha. Totally got a reaction out of me.