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A jam submission

Forsaken in CavesView game page

Submitted by Alice Loverdrive β€” 4 days, 17 hours before the deadline
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Forsaken in Caves's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#34.6364.636
Sound Design#763.4553.455
Horror#823.2733.273
Enjoyment (Best Game)#1593.0003.000
Story#2872.0002.000

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This is a highly effective stealth shooter in which the disorienting, noisy design plays into the game’s charm. I like the attention to the alert system and how everything can go from peace to chaos in a split second. A visceral and effective idea for a game that leaves a bold impression.

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Comments

Submitted

The aesthetics are very cool, I played for a while but was very unsure of the objective of the game. If this was a endless survival maybe adding points to this or if this was a story based maybe adding context clues like images or writing on the walls. The Ai was very fun, I did enjoy the frenzy once you had one spot you. great job overall!
 

Submitted

Great graphics 

Submitted

The first room was a bit strange visually for my brain, but the rest was very good. And I loved the music!

Submitted(+1)

The visuals of this one are fantastic, though it could only get about 10 FPS max on my machine (laptop, not a great one either so not a shocker tbh). The audio is great, but could use some contrast - it's always loud, *all* the time, so when I'm being chased it doesn't sound too different. But the environment design alone, along with the unique visuals make this one a must-try for me!

Submitted

Have to admit, I got scared and killed so many times I thought this game was impossible. Thanks for helping in playthrough. I liked the fact that I can shoot monsters and play reload animation even with full ammo

Submitted (3 edits) (+1)

The visuals are amazing, the gamefeel of the weapon was very well achieved, with very good animations, the mechanics of the dead enemies that revive along with the sound and constant disorientation has generated a good effect of anguish and feel lost. I noticed that the sprint button was a little weird, sometimes it seemed to work and sometimes not, I found it a very short game but also very rewarding as it fulfills its narrative objective of being lost in a cave and escape, all with a neat presentation. The gameplay felt like a shooting  arena with all the enemies coming for you which is cool. The sound design is great, maybe a bit too loud sometimes. The music is amazing, tho! The visuals are amazing, but they got me a bit dizzy at the start.

Submitted

The visuals are amazing, I loved the effects! I don't know if that was the intention of the game or not but it felt really doom like in my opinion in the sense that once you feel like you've got a hoard of enemies to kill (I shot at the first enemy and then had to shoot a whole bunch since I alerted them). The only thing I think could've been changed is how quickly the game progressed me to the end, I got hit by a monster once which respawned me at a campfire that was super close the the exit. Other than that very nice game with gorgeous graphics! Keep up the good work!

Submitted

Impressive visuals! the audio is extremely loud though and stuff like slopes / stairs aren't very visible. 

Developer

Yeah my headphones are kinda fucked and it's very hard to balance audio

Thanks for playing!

(+1)

The game looks very cool: shaders, outline effects, animations, sounds
Did you do all that yourselfXD? This is crazy
The only thing is that when you stop walking and walking animation stops, it feels like you were teleported a little back

Developer

Thank you!

Most of the art is taken directly from my main game and wasn't made during the jam. The main reason I decided to participate was to have a reason to rewrite the rendering system (shaders, post-processing, etc.) and feedback system (screenshake, realtime SFX authoring, etc) from scratch and use them in my main game later because they were abysmal and completely unmaintainable

( X

I'll look into walking animation bug, thank you for spotting it!