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How does the game fit the theme?
Our concept was a game where it's spooky and you feel like something should go wrong, but that's all atmosphere and nothing can actually go wrong.
We also played with themes of sabotage.
What code and assets did you not make from scratch during the jam (if any)?
Fonts used: Courier
Shaders used/referenced: milk outside of a bag of milk, item highlighter, halftone shader, ps1 post processing
(Check main page for proper links)
How many people worked on the game?5
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Comments
Eerie. It's impressive what lighting and shaders can do even if everything is low-poly. Couldn't really see the key that I apparently grabbed, though. And I didn't get the implications of the interactables, maybe using sounds on specific moments can sell the idea that "something may go wrong" better. The "difficulty options" were a neat idea to sell the trick, but it felt like I missed something rather than preparing me for danger.
Really cool artstyle and that shader. I believe I could see that style if polished in a full indie horror
I loved the artstyle!!!! The colors were so well done. I technically didn't need a flashlight but I also didn't notice it working and I couldn't exit the game for some reason.
someone (me) accidentally left the debug light on in the final build :p