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In Darkness I See's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetic Flair (Graphics & Sound Presentation) | #6 | 4.517 | 4.517 |
Overall | #8 | 4.147 | 4.147 |
Immersion (Gameplay & Storytelling Engagement) | #11 | 4.138 | 4.138 |
Relevance (Creative Expression of Theme) | #13 | 4.172 | 4.172 |
Technical Excellence (Design & Engineering) | #28 | 3.759 | 3.759 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Made by One or Two People
yes this was made by just me / us
All Original Content
yes everything was made during the jam
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Comments
Very atmospheric walking simulator. I'm a sucker for the low-poly so I appreciate it. It seems though that the texture resolution is different on different things in the scene (the walls vs the door), but this may be a stylistic choice to accentuate the door. I was very impressed with your use of pipe hissing type sounds. The sound track really does capture the spoopy-core aesthetic. Though, I think the game could have done with more with some principles of animation type things: some fade in, fade out, lerps (the ending cutscene return to the title scene felt abrupt to me, but I think that's how you want it to be). A small sticking point was that I really disliked how the player movement accelerated - decelerated, but different strokes for different folks.
Thanks! I'm still learning how to nail the low poly horror aesthetic and I'm pretty bad at drawing so your assumption that the choices you pointed out were deliberate is flattering but far from the truth :P I also rushed the end and other parts because I was tired and running out of time. Thanks for pointing out the issues! Indeed I still have to work on the player movement. Other than the return to the title screen, what do you think lacked proper fading or lerping?
that's honestly it, all the other effects in the game has these nice ease in easy out or lerps, pretty fantastic job honestly. Oh another thing, I wish you had a cursor in game so I could see where I was pointed at
I see, thanks! My ambition is to make a horror game completely free of ui, so I'm experimenting with different options and your feedback on the missing cursor really helps, it means the outline is not enough.
I think there may be some visual trickery about this like locking the game to the 1.85 : 1 aspect ratio or something diagetic like a literal arm and hand from the corner of the screen. There may be a GDC talk exactly about how to do "UI-less" games
Intersting, I'll look for it! Thanks man!