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A jam submission

Eternal DarknessView game page

Combat light and spread Eternal Darkness in this Isaac-like sci-fi setting.
Submitted by John Fable, Mikudayo(Jp) — 16 minutes, 7 seconds before the deadline
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Play Eternal Darkness

Eternal Darkness's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#264.2504.250
Accessibilty#293.1673.167
Fun#383.4173.417
Originality#423.7503.750
Audio#463.2503.250
Overall#543.3333.333
Controls#972.7502.750
Graphics#1112.7502.750

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.2

Wildcards Used
What The Duck

Game Description
Combat light and spread Eternal Darkness in this Isaac-like sci-fi setting.

How does your game tie into the theme?
You fight Light as Darkness

Source(s)
N/A

Discord Username(s)
mikudayojp zeitless

Participation Level (GWJ Only)
1

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Comments

Submitted(+1)

I really like the idea but struggled with the controls, definitely would have done better on a gamepad.  I also liked that the darkness wasn't too dark and I could still see.  Nice work!

Submitted(+1)

Fun game! Not sure if I did something wrong but I didn't get ending screen. Definitely would play more in future.

Pros:

  • Great artworks, especially taking the time on the backgrounds!
  • Easy control
  • Loved the background music

Critiques: 

  • Having SFX slider play preview of one of your SFX would be nice
  • Would be nice to have a pause button to access options during game.
Developer(+1)

Thanks for the feedback! Glad to hear you enjoyed our game :D
As written in the description the no-win-screen is a bug that happens if you retry through the "retry" button. We could only fix it after the deadline but as to not get disqualified we couldn't ship it anymore unfortunately. You can avoid this bug by retrying through the "Main Menu" button

Submitted(+2)

This was fun once I got used to the controls. I liked that that you are healed after every room… I was worried on my first room clear but the healing made it doable for me.

Developer

Happy to hear you enjoyed our game :D

Submitted(+2)

The game fits the theme perfectly, well done! :)
The controls were challenging at first, but after a couple of rounds, I managed to 'master' them.
Cool game, congrats!

Cheers!

Developer

Thanks for the kind comment! Glad you enjoyed our game :D

(+2)

I liked the applause at the end hahaha Great game, congrats!

The full restore help between levels made me more aggressive in attacking enemy lights. If you want to make the game a bit harder, maybe decrease the healing or do no healing at all with some scattered items to heal.

Developer(+1)

I'm happy to hear you enjoyed our game :D

Here are some insights on our decisionmaking with the healing: We assumed there'd be a big variety in playerexperience with isaac-like games so we prefered to keep this easier. This way it's more accessible for everyone who wants to try out our game in this jam and you're able to see our idea without having to grind 500 patterns like in darksouls xD

Thank you for playing! 

Submitted(+2)

Really well done!

Some notes:

  • The music was a little distracting over the game sounds.
  • Aiming with the mouse was a bit difficult while moving around - if it was clicking instead of space, it would feel more natural.
  • Spawning at the doors on entering a room would have been a bit less confusing.
  • Healing upon entering each room without any effects was a bit confusing.
  • Should have a damage sound effect on getting hit.
  • I like the little pop when you eat the guys.
  • Really nice game! I super love how difficult it is, while not being impossible.
  • Very nice enemy movement - makes them pretty slippery to catch.
  • Super weird mouth on the player.
  • White enemies should be more slippery - move around slightly more.
  • It’s hard to know where I’ve been and where I’m going and what the goal is in the game.
  • Healing on entering each room makes the game a bit too easy.
  • I like how you added a duck to the game. :)
  • Should allow game to be fullscreen, but it’s not hard to play without it.
Developer(+1)

Thank you for your elaborate feedback! And I'm happy to hear you enjoyed our game :D

I want to take this opportunity to adress some of your points and share some of our insights on the behind-the-scenes ^w^

  • Aiming with the mouse felt kind of weird to us too but we couldn't find a good solution in-time. Especially since we could only do most of our playtesting shortly before the deadline. But your idea to click instead of spacebar sounds so simple. I really like this, thank you!
  • The spawn position was a topic we discussed a couple times and played with a lot. Both sides have their ups and downs. Spawning in the center of a room allowed us for more creative rooms and for more player agency in how to approach a room. We ended up liking this for our adaptation. Maybe in a bigger project we'd change our minds though, who knows? ^^
  • Healing between rooms has the healthbar on the top left regenerating. It was a last minute addition, and we both agreed it could use some more attention. Either way the regeneration allowed us to encapsulate room difficulty easier. We tried playing with 10 total HP without regeneration and while it felt doable for us as developers, it felt like that'd be too steep of a learning curve for beginners and unfriendly for our target group of this Game Jam. We want players to have an easier time running through our Game.
  • A damage sound for getting hit was a goal, but we simply didn't have enough time
  • The player"mouth" was intended as a simple extension of darkness. It isn't a typical mouth as you know from humans. It's a darkness blob after all. We'd both like to have better visual representation, but as someone who never touched pixel art at all before this Jam, I am quite proud of it hehe It's my silly little goober consumer
  • Why do you think WhiteLights should be more slippery? We liked having static bodies as contrast to the slippery GreenLights ^^ It's a flavor choice for us
  • We had a scope for a minimap, but we couldn't find the time after all ;^)
  • Fullscreen option should be possible. You can enable it in the options before going into the game. Hope that helps
Submitted (1 edit) (+1)

Thanks for the reply! I didn’t realize so much of what I noticed was already considered!

  • On the static enemies, they sometimes moved around the screen, so I thought they were supposed to move.
  • I didn’t look in the options menu, but after enabling fullscreen mode, there was a significant lag between the “mouth” and the cursor. But, good to know it’s there!

Again, I really like what you guys have done!

Submitted(+2)

Interesting game, love the amount of settings you've added to the game. Took some time to get used to consuming light without getting hit yourself.

Developer(+1)

Thank you for your nice comment! :D
The settings were an important aspect for us, so we're both happy to hear you love them.

While Eternal Darkness is meant to be challenging, it's also meant to have a fair learning curve. So I hope you enjoyed the difficulty ^^

Developer

Thank you, means a lot. The settings are mostly from a template that I found on the Godot Wild Jam resource page, which made it a lot easier to implement settings. Still would have liked to have a pause menu in which you can change at least the volume of the game because you don't really know how loud the game is until you play it.

Submitted(+2)

Congrats on the game ! It's a cool one :)

Developer

Thank you very much! Glad you enjoyed our game!

Developer

awww thanks man, happy u enjoyed it. First time, too, lol

Developer(+1)

Edited description for bugreport 6 minutes after deadline, hope that's fine

Developer(+1)

Big Oof to us, lol