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A jam submission

Symphobia - The Conductor's CurseView game page

Submitted by Roy Acquasaliente, droidsb, SestraDuck, Retrosaur (@RetrosaurDev), COLR BLIND — 20 hours, 18 minutes before the deadline
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Play Roguelite horror game

Symphobia - The Conductor's Curse's itch.io page

Results

CriteriaRankScore*Raw Score
Horror#1143.0244.000
Enjoyment (Best Game)#1952.8353.750
Story#2402.2683.000
Sound Design#2422.6463.500
Aesthetics#2513.0244.000

Ranked from 4 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)

Oh that was stressful, in the best sense for horror games. I also didn't expect the rooms to rearrange, which just broke the sense of security coming from learning and knowing the place from previous gameplay! I also loved the design/sound/animation of "the man".

Developer

I'm so glad you enjoyed our game! That's what we were hoping for with the layout changing! Thanks a lot for trying out our game! 

Submitted(+1)

Classic story and classic game play of monster chase game. I like the idea of having to manage the two hands as inventory slots and choose which items to carry around. I really like the design of the monster and his sad TROMBONE sound design. He made me jump on the chair a couple of time! Well done. 

Developer

Thank you for your comment! We had initially different plans for the monster's mechanics, but because of time constraints we were'nt able to make it more special in terms of mechanics. Glad you still enjoyed it!

Submitted(+2)

Really impressive game! The visual design and art were phenomenal, and the game genuinely scared me. I really liked the creepy music and monster design. However, I feel a bit iffy about the pickup system; it’s a cool idea, but I found it kind of clunky and hard to get used to. The main issue was that the flashlight felt essential for navigation, so I had to constantly switch between dropping and picking up items to get what I needed. I also ended up dropping my items instead of opening doors (I usually use "E" in these kinds of games). This was mainly in the beginning, but after a while, I got used to it.
(By the way, there is a spot where you can get stuck while falling down from the attic.)
Developer(+1)

Thank you for your detailed feedback! We agree about the hand mechanics. We had more complex plans for the monster's behavior, which would have pushed the reason for the player to sacrifice essential items like the flashlight for specific scenarios, but due to time constraints we had to simplify our vision. As for that spot where we can get stuck, one of us noticed as soon as the jam timer was over. I take full responsaibility for this...
Thank you again for playing our game!