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A jam submission

The PathView game page

2D Horror platformer game made for the Scream Jam 2024
Submitted by tynitoon, Solinca, ShnapzZ, Krisco63, AurielArt — 3 hours, 13 minutes before the deadline
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The Path's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#414.2004.200
Horror#433.6003.600
Enjoyment (Best Game)#443.6673.667
Sound Design#493.6673.667
Story#1302.9332.933

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Do you allow SCREAM ZONE to promote your game via social media?

Yes

Which engine did you use to create this game?
Unity

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Comments

Submitted(+1)

I made a video of your game. It's at the beginning of this video. 

Submitted (1 edit) (+1)

I died several times before realizing that the key bindings are not usual. One time on the scene with a red ladder and chasm, the one handed monster grabbed me and pulled to his side, but I still died.

Submitted(+1)

That was a pretty cool game! At first, I thought the floating monsters spawned randomly during the game. However, after a couple of playthroughs, I realized that they actually spawn whenever you hear an evil laughter. 

I feel sorry for Trenton, though. Guess he's stuck in hell after saving his parents. 

Submitted(+1)

It was some bug if u come faster then ghost u cant take the lamp and stuck.. But i like this game! Good visual style and i was interested to play it again!

Submitted(+1)

Its' really promising, but it really needs a way to turn off the lantern instead of forcing the player to wait until its fully depleted, then wait more until it recharges. It turns what could be a great Limbo-inspired game into a waiting simulator, reducing the horror factor a lot.

Developer

Hi! Thanks for your feedback, it's true that the lantern deserves to be improved in this sense, I understand this frustration of having to wait.

Submitted (1 edit) (+2)

Very cool lantern mechanic! Also really scary game, nice! Just noticed sometimes that i could not move back with A, but the left arrow worked.

Submitted(+2)

Title buddies! Animations are disturbing and awesome! Fun two-worlds mechanic. Good sense of suspense and horror. Great work!

The floating eyeball monsters moving faster than you while you wait for the lantern to regenerate felt a bit unfair. But that adds to the spookiness, I suppose!

Developer

Hahaha! Your comment made me smile!

Thanks for your feedback, I'm glad you like the game's animation and design, I must admit I had a bit of a hard time with that (hi, I'm the graphic designer/animator). 

It's true that the floating eyes are a real pain in the ass, but they add a little challenge!

We're delighted you enjoyed the game 

Submitted(+2)

Artistically was amazing and I love the lamp mechanic. I found myself a bit frustrated with the checkpoint during the boss though, since it respawns me way back haha. But otherwise A very amazing core mechanic and absolutely love it!

Developer

 Hi, thanks for your comments, I'm glad you like our game and I understand you're frustrated by the checkpoints. We didn't want the game to end too easily as it only had 3 levels, but it's true that a checkpoint in front of the boss would have been a good idea.

Submitted(+1)

Artistically, it’s fantastic! I really loved the intro, and the mechanic of the "ferryman rat" aura felt very well integrated. 🙂

Developer(+1)

Hey ! Thanks ! I Hope you also had the time to test our main feature : the lantern.

The rat is only a simple animation of the first level, but I'm happy you enjoyed it and hope you enjoyed the other levels too because we just used him to introduce the lantern :p

Submitted(+2)

Awesome concept and the lamp works really well! I love the monster design too, very creative. Getting grabbed by the crawling one and shoved into its ribcage or having to time the lantern before getting hit by the floating eyes was fun! I think the only thing I noticed was the WASD keybinding to go left was bound to "Q" instead of "A", a minor problem considering you've got controller support too, which is rad. Cool game and well executed!

Developer

Thank you for playing and for you feedback!

Glad that you enjoyed the monster's design and the main gimmick 😊

We actually noticed that the ZQSD or WASD wasn't working for the WebGL version, but it does work on Windows  🤔 

Sadly it was too late to fix this weird bug from Unity's latest input system. But we are glad that you could still enjoy the game with a gamepad!

Submitted(+2)

The lamp mechanics work really well.

I didn’t like flying monsters… until I understood the appearance pattern. The boss was a pleasant little surprise. The concept has potential guys, you could do a whole story with it, with lots of possibility with the lamp!

Developer(+1)

Thank you for playing and for your feedback!

Good job on noticing the laugh pattern of the flying monster! We were actually hoping it wasn't too subtle 😅

Thank you for liking our main gimmick, we actually though of doing a bigger game with multiple endings but hey, you gotta cut some stuff to finish the game jam in time!

Submitted(+2)

Amazing job on the visuals!
Also the execution on the dimension swapping is a neat idea.

Developer(+1)

Thanks you for playing and for your feedback !

Glad that you liked the main gimmick that has driven this whole game :D

Submitted(+2)

Awesome game! I love the vibe and art style so much😄

Developer(+1)

Thank you so much for playing and for the feedback ! 😊

Submitted(+4)

I really enjoyed playing this one! The aesthetics reminded me heavily of limbo and the monster designs and deaths were pretty gnarly. The concept of using the lantern to traverse through the level to avoid enemies and change the landscape was also a really cool idea! Only issue i'd say was gameplay-wise of not being able to use the lantern unless the bar was filled fully. Otherwise, this game was pretty solid!

Developer(+1)

Hey!

Thank you so much for playing our game and for your feedback, we are glad you enjoyed it :)

We indeed took inspiration from Limbo for the ambiance and aesthetic, and also a bit from Heart of Darkness :D

The lantern gameplay was a deliberate choice, so the player won't spam it to enter and exit both dimension while conserving the lantern gauge at a high level. Also, while doing this, we found out that it added a certain timing and stress to the feature, reinforcing the puzzle aspect of the game. But hey, there is so much we can do in 1 week :D