A very unique idea but the execution is a little questionable. You have built a great visual atmosphere but there are too many invisible walls and I feel lost as to where I am allowed to go which breaks the immersion. The lights kill way too fast at least tone it down for the tutorial section to make it easier to understand the game. Lastly is I wish we could move the camera, the fixed perspective makes it feel clunky at times.
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Stygian Eclipse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #2052 | 3.417 | 3.417 |
Creativity | #3375 | 3.028 | 3.028 |
Overall | #3418 | 2.907 | 2.907 |
Enjoyment | #4887 | 2.278 | 2.278 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Yes
Development Time
(Optional) Please credit all assets you've used
Some of the assets, npc's and their animations were taken from https://poly.pizza/
Comments
cool idea! I like the take on the theme, and it really felt like I was the bad guy with the whole ambiance and style
as a piece of feedback, I would strongly encourage you to pay a lot of attention to visual clarity and game feel. Even more so than adding details or lore. It usually pays well to show in-game indicators or visual effects to really convey what is happening, especially in the context of a game jam where you develop your game for a short time for people to play it in an even shorter time. e.g. I had difficulties understanding how RMB was affecting the lights, and where I should be going next.
In any case, I can appreciate the effort and I do think you should keep pushing this forward past the jam to see where it gets you. I don't recall ever seeing anything like it so it could lead you somewhere interesting!
We had a lot of difficulties as this is our first project and a game jam :)
The flaws are obvious and the gameplay confuses a lot of people but some parts of it are really unique as you said.
As any other game there are endless possibilities of this improving and the level of detail simply could not be achieved due to technical difficulties and lack of time.
Thanks for spending your time and effort to test it and write a review :)
I really like the general vibe of the game. It seems like a pretty good base for a larger game. It kind of felt like I was playing a pilot demo.
Seems like an interesting idea, but slightly unclear as to what is happening.
creepy game and looks cool! my main feedback is to make it maybe harder to die. I feel like its hard to tell whats going on when you die and that it can be hard when you have to blow out the lights, but other than that, I liked it
Had a lot of fun with this one! If it was a touch easier to tell where the light zones were so that you could either avoid them or extinguish them I think that would be great, as well as a way to tell how long you have to press. Great work!
I got confused by the extinguish mechanic because I was taking damage while trying to learn it, so I was too panicked to tell how long I needed to extinguish for. Also, it took so much of my health to extinguish that I couldn't find a way to heal in time for the next thing i had to extinguish.
But I do LOVE this idea - it's a neat twist on the katamari-style "collect things and get bigger" mechanic!
This is so well designed! I love the V.O. and visuals. Hope to see it expanded into a complete game!
Simple concept and good gameplay. I like the visual style! Good Work.
This is a cool game with a neat interpretation of the theme! I really like the art style and the voice acting is really neat, you don't see that in a lot of jam games!
If you continue to improve it, I think two things would really help. I think there should be some kind of visual feedback on blowing out lights. It took me a long time to realize how long you had to hold the button for it to work. Maybe the easier thing would be a small bar that fills or some effect on the character just to show something is happening.
I also got lost, particularly after the sleeping man in the first house. You have to get really close to the door for the prompt to show up showing it's interactable. I think I'd put some more indication on at least interactable doors. I ran around that little house for a bit, I thought I had to go back out the way I came.
Awesome submission, I'd love to see more from ya'll!
I dig the atmosphere! Got a little confused by the extinguish mechanic first, but then i kinda got it, i think.
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