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.
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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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