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Senses's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment (Best Game) | #116 | 2.375 | 2.375 |
Story | #116 | 1.750 | 1.750 |
Horror | #128 | 2.125 | 2.125 |
Sound Design | #132 | 2.250 | 2.250 |
Aesthetics | #174 | 2.000 | 2.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very experimental, it definitely works in some parts, and I think the wording appearing added to the dread! It was really interesting, I think the idea could work even more efficiently if it was a little bit more forgiving, or maybe adding difficulty settings, but I know it was for a Jam so it was solid to me.
Overall great fun! XD
We seem to be in the minority that actually enjoyed the first level, although less flashlight uses would add to the challenge. The second and third levels were also fun, but the fourth and fifth were a little repetitive. The idea of needing to use difference senses to solve the puzzles (sight/sound) was a cool one though, and with some post-jam updates this could become a really neat game :D
I feel this game tries and succeeds at being interesting, but fails at using the correct medium.
I actually disagree with Dino, the first level wasnโt too long, it was just irrelevant. It was far too dark to see even when I did spam my flashlight, and it felt quickly repetitive. It in fact was so dark that for over 10 minutes I was troubleshooting thinking the title wasnโt working on my end.
However, you do actually have an interesting piece here: The entire concept of the rest of the game! This would make for an excellent meta game, as I even found myself grabbing a piece of paper and listening very closely to form a physical map! This may even work as a party game concept!
This being said though, in itโs current state, I sadly can not say I found it all that enjoyable. As well, the audio even in the menu was far too loud. I would say take this idea back to the drawing board, however you are on to the right concept!
Thank you very much for your reponse!
Oh dang, do I read that correctly and the main mechanic changes after the first level?
After the first level, you are instead moving based on sound alone instead of view and spamming a flashlight.
Wouldn't say the first level is irrelevant. It utilises a different mechanic to the second level, but that seems to be the point of the game. Senses- level 1: sight, level 2: hearing :)
I mark it as irrelevant as it plays no essential role to what the rest of the game would lay out, and is the only time you will actually utilize the flashlight mechanic.
If this mechanic were expanded upon in the game, then the first level would play an essential role in teaching the player what to do. However, since this is not the case, it becomes almost a red-herring. It teaches the player something that is irrelevant to the rest of the game and no new information that would help in the levels after that. Therefore, I would be inclined to say the first level in itโs current formation is irrelevant from a design standpoint.
Spoilers:
You use the flashlight again at the start of level 5. That's how you find the path to the beat.
I actually didnโt know this, I only used the audio up until about half way through where there was a yellow line that I followed.
It's cool that there's multiple ways of solving it :)
I think I broke it? After a couple clicks, my flashlight would just stay on throughout the whole level.
Depending on your PC quality, when the game lags, the flashlight stays on without needed to be spammed. I did not have enough time to fix this because I started the jam late but, it's a big bug that needs to be fixed. Thank your for your reply.
I'm sorry, but even level 1 is way too long. I'd suggest making the levels shorter but more complicated and giving me less flashlight uses, then I have to memorize the path instead of just spamming a key over and over.
Ok. Thank you for the recommendation!