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Shrouded Labyrinth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #47 | 2.872 | 3.000 |
Originality | #53 | 2.611 | 2.727 |
Theme | #64 | 2.437 | 2.545 |
Controls | #67 | 1.915 | 2.000 |
Audio | #68 | 1.567 | 1.636 |
Overall | #70 | 2.052 | 2.143 |
Fun | #71 | 1.654 | 1.727 |
Accessibility | #72 | 1.306 | 1.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot 4.0.03
Wildcards Used
Embedded Wind, Slight Mythology, Attempted Textless
Game Description
Explore a labyrinth shrouded by darkness with only your flashlight and a mysterious friend. (Very difficult)
How does your game tie into the theme?
Find and activate shrines that open pathways and special challenges throughout the labyrinth. There is blood cursed rain that clears up once the right shrine is activated.
Source(s)
https://github.com/rj02sd/ShroudedLabyrinth
Discord Username(s)
Sevadusk, Proxydecoy
Participation Level (GWJ Only)
Just this one, 0 before this
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
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Comments
Interesting game. The visuals looks good to me. Good work on the lightning, fitting the “horror” ambient you aimed for. The only drawback as people mentioned below are the “discovering” of controls. Player should know at least which keys to press. You can phrase key actions more generic to hide in game stuff.
Good job to both of you!
Thank you for playing, yea all the controls were written in the grass in the starting area. I meant to have the NPC point the player over there, but I guess people didn't have enough patience or know to check the NPC after dying. I meant to have dying as the core mechanic like in Elden Ring, but most people seemed to restart after dying once.
Horror games are definitely a rare thing to see in a game jam, so I really appreciate you going for it and making one. There is a lot here that you clearly put a lot of effort into, and the game has a cool vibe/atmosphere that really makes it stand out!
With all that being said, I think you really have to be careful how you implement these types of obscure, "figure it out" games. Especially during a game jam where most of the people playing are probably playing multiple games in a row and may only play the game for a minute or two and move on to something else (Although how relevant of a concern that is probably varies from person to person).
I think having game mechanics that the player figures out through gameplay or experimentation is awesome, but personally I think the basic controls should always be made very clear to the player. You don't have to go into details about what everything does, but the player should at the very least know what buttons they'll be expected to press. You could just say on the game page, "1 through 3 keys to control flashlight". Then the player can figure out through experimenting what effect the different flashlights have on the game. I ended up just pressing all the keys on my keyboard to figure it out, which kind of ruins the sense of discovery a bit.
Overall though, good job! This is a really interesting take on the theme. I hope you liked working with Godot!
Yea I see what you mean. Learning Godot and working on this game was really fun, so I'll definitely take this feedback and apply it to the next ones. Thank you so much for your time and response.
When you realise what to do, the game is not bad; however, in the moments before... I wasn't able to do much :(
I understand the idea of an obscure game that has to be discovered and opened as you go, but that's quite risky from the user's perspective: it could easily become frustrating and boring having no feedback from the system. Also, there's the accessibility argument: I had a real hard time even to read the page description, which is written with gray text on gray background, and in the game I could barely see anything - and the control obfuscation didn't help ^^" That's a pity, because I can see that you implemented a lot of mechanics and the core gameplay is solid: having to balance between three resources while moving on the map is intriguing, and could work perfectly even in the light with some adjustments!
Don't be afraid to make your game easier for everyone, and congrats for your submission :)
Thanks a lot for the feedback! If you have the time, check the itch page again and see if my changes to the page help.
Thanks a lot, now it's more clear! (and enjoyable!) :D
I tried again and I was able to talk to the NPC to gather information; I also managed to switch on the light, but besides visiting the corners multiple times, no leaves appeared :(
Anyway, now I'm going to watch your gameplay. Thanks for having the time to help me and answer to all my doubts, I really appreciated it! :)