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A jam submission

Gloom HavenView game page

Submitted by DayScreamers โ€” 6 hours, 25 minutes before the deadline
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Gloom Haven's itch.io page

Results

CriteriaRankScore*Raw Score
Story#842.2862.286
Aesthetics#1432.5712.571
Horror#1591.7141.714
Sound Design#1631.8571.857
Enjoyment (Best Game)#1711.5711.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

The story seemed interesting, but like other commenters we unfortunately encountered game breaking glitches. The volume cut out a few seconds in, then the text started repeating itself, then flickering, then the whole game crashed. We tried restarting the game, but the same thing happened on our second try too. If you can work out a fix, the mods will probably let you reupload the game; they seem very chill. Good luck :)

Submitted

I think you were on to something great, probably just needed more time, as is usually the case with most game jams.  I encountered the crashing bug. But because the text advances so slowly I admit I was not willing to try again, sorry ๐Ÿ˜”. 

Submitted

_Meowz_ essentially said everything I wanted to. The sound glitched out on me after only a couple seconds in the game, text text crawled way too slow and was unskippable, and it started freaking out and retyping itself in the room where the fatal error was. Once the error occurred, I gave up, but it does look like a game I would enjoy playing once it's fixed up a bit. The art style is neat (the title screen, as Meowz stated, was very unnecessarily contrasted to the game art style, and would have been much better if it were in a retro-handheld art style as well.  Overall, I'm sorry I had to give it up, because it looks like it would make a nice game.

Submitted

I got the ending where a mutated bird ate me - that escalated fast :D

Submitted

The art work in-game was a steep contrast to the expectation I had from the main-menu. While the in-game art worked well, the main menu seemed irrelevant. As well, explaining WASD to be your movement in such detail is a bit redundant as it is an implied-control. In other words, WASD is used in most games, it does not need further explanation.

Moving further, there is a fatal error upon interacting with the table in the second-room, so I had to bypass that. That said, I felt the story was good, but being told in a forceful manner. A wall of text while trying to play quickly broke the immersion, and it moved far too slow for comfort.

In the end I feel the shining star here is the in-game art style. It actually worked remarkably well together and felt like I was on an old Game Boy.

Overall, I enjoyed the concept, but felt the execution did not deliver justice to the game!