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Sunken Dread's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4216 | 2.020 | 2.857 |
Creativity | #4246 | 2.222 | 3.143 |
Overall | #4407 | 2.088 | 2.952 |
Presentation | #4561 | 2.020 | 2.857 |
Ranked from 7 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?
When you die, you roll the dice to decide your fate for the next attempt
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I love horror games. This was really atmospheric and I like that.
But I don't see how dice even fit into this. It was fun to run around the first 2 levels, but I didn't see anything at all relating to dice.
Also, the ladders are weird. I got stuck at the top of one, but when I released W to stop going forward, it like auto moved to the top? It was awkward.
I also never saw whatever it was that didn't like me. The atmosphere is great, but I was never caught or killed or anything, and second play through I went a lot slower and it wasn't nearly as scary because I was never gotten.
Player speed is already fast even without fast modifier, this make precision platforming a little bit awkward, and also as a horror game player usually don’t have that much speed.
The “RUN” level is not easy to go through because both the speed of player and the enemy. (Or perhaps I just have bad reflexes.)
Nice idea for the modifier roll, although in the current implementation it has near to no effect; maybe I just haven’t get to the part where the modifier matters.