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Latent Signal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #196 | 3.889 | 3.889 |
Overall | #246 | 3.481 | 3.481 |
Gameplay | #277 | 3.167 | 3.167 |
Originality | #334 | 3.389 | 3.389 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
As my first released project using Godot, as well as for Itch.io, I was really happy with how intense and strategic of an experience I was able to get done in under two weeks. It was really fun participating!
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Comments
Hi, I just finished trying out your game, the game looks very polished, and the sound design is very well made. As other comments pointed it out, sometimes it's a little bit too cryptic, but overall is really solid. It has a lot of interactions, which is a thing I also wanted to do but failed miserably :(. The graphics are really good looking and the low poly models fit very well the atmosphere. Also the fact that you did all the assets is really a big plus for me :33333. The tension is really high and when I got jumpscared I almost had a heart attack, really well done, you did a wonderful job!
Good luck with it, keep it up! <33333
I tried pretty hard to see a win condition but feel like I am missing a mechanic or something. Either that or I'm in the dark too long and just have a bad gauge of how anxious I really am. It is a bit hard to tell if this is a skill issue or legitimate balancing issue.
Otherwise I really enjoyed the experience, you get immersed in the management so the jumpscares occur frequently and effectively. The visuals work really well to generate the horror, especially the TV, just sickening. There are some really nice touches with the slightly emissive light switch.
10 minutes (minimum) is a big endurance ask. I think fnaf levels are only like 8-9ish minutes and are fixed. Also the game would benefit from a little more visual telegraphing of anxiety. I think the footsteps walking away from the door could be a touch louder as well (this one might just be a skill issue).
I personally would like to see a 1.1 because I think this would be an awesome game with a wider reach (potentially, who knows), but its obviously understandable to be finished with a project and to move on with your life.
Either way, keep creating and grats on the release
The vibe is great in this one, though I couldn't figure out how to progress much.
Cryptic but pretty rich with interaction.
Good job! I feel like the objectives were a little bit too cryptic for me to keep trying after the first 2 attempts but the overall vibe and atmosphere is really well made!
Nice game! very spooky, good job :)
The low res graphics put me at ease, the first door knock ruined my morning (in a good way)
Looks and feels great! I really liked that the rules of the game were explained via posters in world, cool stuff! mmaybe one day I will beat it 😭
I do not play very many horror games, so maybe this isn't saying much, but I was incredibly uneasy playing this, lol.
I loved the art style. I'm a sucker for low res, low poly, anything of that nature.
Now for my critiques:
I didn't really feel like I understood what i was supposed to do: it took me a long time to realize I could actually read all of the posters. They were pretty good hints, though.
I never really figured out what I was supposed to be doing with the countdown? I saw it on the TV, but i wasn't sure how it got there, and I wasn't sure what "kept it going"
Overall, it succeeded as a horror game. At one point when I heard a knock I tried to hide behind the TV. Good stuff.
I am quite unable to play horror games so that knock, knock... shivers!
I like the general low res style, as it gives an aesthetic that is able to hide the short time we had to develop while preserving certain identity. I think that giving less information, visually, also feeds the feeling for The Unknown to be out there, looking for us.
Including submechanics such as the Simon Says adds layers of interaction, which is always good if you strive for immersion; it makes the player feel that this world is alive, that is has its inner logic.
Pushing t he player to turn the light was also a great detail, same as letting the window and the TV at his back when doing so. It is all about pushing against what makes you feel safe. Good combination.
I also liked how you bravely used posters to point out what to do. It is as if the game wasn't trying to hide it is a game, stating that this is about getting scared on purpose.
The jumpscare is definitely working haha
The game looks very nice, and I love how all the "tutorial elements" / tips were totally integrated into the game and its mood
I lowered the volume so the jumpscare wouldn't afraid me lol. But I have no idea how to finish the game, I feel like my sanity is lowering whatever I do ;( But great job for a first game jam! (+Godot the best)
Very well made and also very difficult! I manage to beat it yet, but I'll keep trying! The jumpscare is on point though and it did get me every time 😂
hahah ok this one got me, can still hear the knock! great horror game
Ahhhh, I’m a real sucker for these kinds of rule-based survival horror games. Having to “play simon says” as a way to maintain your sanity is really inspired along with those ominous in-context posters.
Immaculate vibes my man (👉゚ヮ゚)👉 made me brown my britches
Amazing presentation, very well put together!
It was immediately too scary for my weakass to play so good job I guess! o7
I loved the visual style.