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Darkest Hours's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horror | #12 | 3.411 | 4.000 |
Theme | #13 | 3.731 | 4.375 |
Presentation | #15 | 3.411 | 4.000 |
Overall | #15 | 3.376 | 3.958 |
Gameplay | #16 | 3.091 | 3.625 |
Story | #16 | 3.305 | 3.875 |
Creativity | #17 | 3.305 | 3.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Dark Streets in your game?
There is a literal street that is dark in the game.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
All of them!
Did you create your game in RPG Maker?
Yes
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Comments
Nice story, even tho I wasn't patient enough to finish the game properly (failed at the very end and was too tired to try again). This cult... is messed up.
It’s nice that darkness is such an important element of the story (and setting).
In a sequence of avoiding monsters visibility is very low. It kinda makes sense in context but is also disorienting. And it’s hard to learn how monsters are moving so I had to stop playing and return the next day. At least there were checkpoints so it took not that much time.
Title menu is interesting. Color palette and graphics in general work really well.
Video segments are unexpected. Somehow the most random thing jumpscared me (sounds in the bunker). And the results of failure are really horrifying.
This was so cool!!! I loved the world building and the style of it all. I felt myself running from street lamp to street lamp, without being told to. Really effective show vs tell storytelling.
I got ending 2 but I'm definitely gonna go back and try and solve it. I think I know where I must have missed clues.
Like! I'm usually very verbose but I'm so caught up in my brain in the story and world I'm having a hard time switching to feedback mode. This was VERY cool!
The menu was really beautiful, really stands out. I loved the writing and the dialogue, everyone spoke like real people. I always ADORE it when you are rewarded by being nosy and clicking on things in games. I'd almost forgotten about them after all the events of the game but all the cute jokes as you walked around the apartment were SO cute and well written.
The "first person" cutscenes were SO FREAKING COOL. The turning around scene, the darkness over the city etc etc. Just SO cool.
*SPOILERS*
But rip to our green haired partner, she was so sweet. I loved the way they quipped with each other. Again, it was a good example of show vs tell. I felt their closeness without you having to overstate it. And I had to laugh at myself when the reveal of the purple man happened haha. I completely gasped out loud. I'm so gullible about that stuff. I just assumed the purple man would stay anon and it wouldn't be a reveal. But now I'm just so genuinely hooked to find out why and what happened. AND idkkkk something about the way the protag spoke at the end, having to prove that the cult was even real when it seems like a major part of the world, idk maybe I'm misinterpreting it but I feel like there's some kind big twist at the end that it's not all as it seems. Anyways, don't tell me, I'm prob wrong like I said I'm trash at calling twists haha.
Really great job yall! I hope to see more from you! I really enjoyed that.
Hello, main artist here, I'm very happy that you took your time to play our game, we've invested a lot of time into perfecting the story and took great care into making the world as believable as possible. We are planning to make a sequel/prequel in the not so far future, that tackles stuff like the cult or the monsters themselves maybe more closely, after all, there were some open ends that need to be closed. A big thank you from our team... oh, and if you want to revisit it: There might be something you missed.