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If it get's too scary, press F's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #4 | 4.667 | 4.667 |
Horror | #6 | 4.167 | 4.167 |
Sound Design | #12 | 4.000 | 4.000 |
Enjoyment (Best Game) | #27 | 3.833 | 3.833 |
Story | #163 | 2.667 | 2.667 |
Ranked from 12 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?
Godot
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Comments
Played it for a bit and its a cool game, great visuals and all the stuff you know now with these great scores. Do understand what others said now though, had no idea how to get to an ending or what the ending would be. I was just cruising around hiding from big eyes and slashing at skeleton monsters. Maybe some form of environmental story telling (Stuff on walls) or a basic heads up at the start on what you should be tryna do would help this. Maybe a lil cutscene or whatever you think would work to get the point across.
The main thing that disoriented me was maybe the movement was a bit too jumpy, especially turning, I think you go diagonally forward each time instead of on the spot making it hard to get through some points.
Proper good game though all the best with any future updates.
Hey thanks for your review !
Yes, the lack of guidance gave to the player is one of the main criticisms we received, I've updated the game page to provide some hints on the main steps you have to do to reach the goal :)
The visuals and sound design were really nice! I love the shader effects being used! The monster designs were really excellent and I loved how the skeleton monster’s eyes glowed in the distance.
I thought the controls mostly felt decent. Functionally, they were spot on with nice smooth animations, however, on a personal level, I really did not like the turn-and-move of the A,S,D keys. There were a lot of points I I pressed those keys expecting to strafe, but got turned around unexpectedly. Honestly, there’s nothing wrong with the action, themselves, it was more I didn’t like that particular style of movement. Perhaps an option to turn and move or just move.
Wasn’t totally sure what the point of the game was. I assumed it has something to do with finding the exit, but nothing is really explained in game or on the games page. There were walls with holes in the corner that, I think, might have been secret doors or breakable walls, not never figured them out. The Eye monster kept killing me before I realized I was supposed to close my eyes to get rid of it, and, even after I did figure it out, it feels like it takes quite a significant period of time for the Eye to give up… which lead to several deaths as other monsters kept attacking me while the Eye had me stuck! One last issue I had with the Eye is that it often seemed to just suddenly appear, instead of me getting too close.
Over all, I felt that most of my failures while playing had more to do with pure RNG than it did with my skill (or lack there-of) with the game. Like, Eyes require you to close yours. You need the knife (oh, BTW, there is a knife) to kill the Skeletons. We have ghosts that you can’t(??) kill. You need the torch (oh, BTW, there’s a torch too!) to (I think) go down dark passages. There’s just quite a bit that’s not explained. Mystery can be really fun in a game, but not explaining the core mechanics anywhere (except movement and closing one’s eyes) can lead to quite a bit of frustration.
I am not trying to bash the work done here. The visual and audio presentation is wonderful! The game mechanically plays great (even if I may have disagreed with the how some of the movement was executed)! The monsters (from the rules I gleaned) all seem unique and function very well! This is all excellent work! I just feel the lack of communicating some of these system (especially with the monsters) lead to (my) frustration with the game.
If you’re interested, here’s a link to my stream of the game.
Hey thanks for this big feedback and for your stream replay, its really cool to get a live feedback of your game, I can clearly see and understand the problems you encountered with our game !
(SPOIL)
At first, the mistery behind the goal and the mechanics of the game was a choice from us to leave the player dishoriented between the 8 bit and the normal phase. But we may have went to hard with this, and since its a maze, I can totally inderstand how it can turn from mystery to frustration. We will make sure to make the goals more clear in our next games ahah.
If anyone want some instructions on what you need to do to get to the goal, here is what you're suposed to do in the game :
(BIG SPOIL)
First you find the dagger, then you find the torch and then as you've said, the torch is supposed to help you to get througth the dark path, then you may end up finding the last power up (by following the blue torchs), a glitchy area that change your movement to a classic first person controller and give you the ability to go throught the holes in the walls. With this, you can get to the end of the game, where a cool plot await you. (Finding the end in the maze can get a bit hard, so I can give you a last hint, you may hear a new sound in this phase, which is highly spacialized toward the end).
We clearly went a bit too crazy with the difficulty, the eye can be fun when encountered alone but get unfair when they appair with other entities (especially because they make the closing of your eyes harder when you're already in trouble ahah). We need to work more on the balance of the mechanics, especially when they interact together for our next games.
Anyway, thanks for your feedback ! It was fun watching you reacting to our game :)
Hey, thanks for your feedback and for streaming the game! It is indeed RNG driven when it comes to the eyes, but dealing with them is pretty easy once you figure out how to. What's not RNG driven but can be considered as such is the enemies's positions, as they're not reset upon respawning and you can't really predict where they'll be in your next spawn. So yeah, the game has some RNG-driven elements, but we thought dying wasn't too punishing since you don't really lose progress when dying and monsters don't respawn.
As for the frustrating part of not knowing where to go, it indeed can be annoying, and doesn't seem to fit the "gamejam game" type of gameplay where you boot a game and lose interest if you don't feel like making progress after a few minutes (not a criticism btw, I do exactly the same). The game does have an objective and an end tho, but it's true that not knowing it makes you unable to know if it's just another unfinished gamejam game or not.
We love exploration in games, and exploration games in general, and a lot of what this implies is not telling the player things he can discover. I now notice how unfitted for a gamejam it is to not even have a single message showing you have something to do.
We noticed after making friends test the game that it can be pretty frustratingly hard when you don't know what and how to search, as some of them took 20 minutes to finish the game when some couldn't after an hour of walking into corridors. But it's a hard thing to weight, wether to reward the player for finding something on its own or spoiling him what to do and have more people finish the game. We're still experimenting a lot in this field (and learning a lot too, our last gamejam game was 4h long and way more frustrating).
Strafing was removed intentionally, even though we knew it may feel a bit strange at first. We wanted to avoid players from just strafing away from danger and only allow them to look straight forward. We wanted to push anxiety a bit from not being able to look/move around easily. But yeah, it can be a bit uncomfortable.
Thanks a lot for your visual and sound feedback, we put a lot of heart in them and are very proud of the overall feeling of the game. Also thanks for playing the game on stream!
A very good horror dungeon crawler, smooth and the art is original and creative. A great Dungeon & Horrors experience with also a bit of humour! Nice.
This game looks fantastic, it has a really unique art style that I don't think I have seen before. I love the breathing and trippy moving walls. Definitely my favourite looking game I have played so far this jam.
I ran around for quite a while without figuring out what to do after I got the sword, but the movement felt nice too so I didn't mind :)
Extremely nice work
I really loved your game, I also made a dungeon crawler. The movement in your game is very well done. I would like to talk to you more about how you did it. The visuals were amazing, the enemies too, that eye I didn't understand what it was doing, how did it alter visibility? That was amazing, also finding the sword and being able to defend myself was great. The sounds and the environment really caught my attention. Please check out my game, it's not that polished but I feel like I'm on the right track, if you try it be careful with the sound because it's very loud when a fight is generated. Please give me any details to improve my game.
Sure, will do when I will be back from work :)
Spoiler on the Eye:
The eye lock your camera and force you to look at it, while lowering your sanity which also affect the overall environment, and you have to close your eyes (using F) to make it disapear
i love the effects you have going on there, the mesh deformation especially looks cool and the materials look great (are they maybe made in material maker?). the combat lacks some feedback or impact but it works i think for what you're going for. i never really figured out if there was a goal or if there is what that goal might be, but i still enjoyed my time with it. it's awesome to see another grid based dungeon crawler in the same jam, i love seeing different takes on the same concept. i really like in particular how the movement works in yours, i think it's quite a bit smoother than the way i ended up doing mine. there's value in both and i like the distinct steps in mine, but the way you can hold the forward key and smoothly turn is really great in yours. overall really cool entry!
also great sound design!
Actually you can get lost easily but by running around a bit you should find some hints on what to do, and some sweet loots that could help you progress further into the dungeon :) Since you've also submitted a dungeon crawler, I highly suggest you playing at least until you find the thing we showcased in the screenshots, you might actually like what we've done with the crawler mechanics!
will do! i had already planned to play into it further to see what all ya'll had cooked up for the visuals especially so will definitely be checking it out more.
The textures are made by our artist Kryspou using "Substance Designer" from her words !
substance designer would've been my second guess. material maker was built in godot and has great support for godot so i wasn't sure. awesome either way, great work!
I love the twist when you press F, I think it's a bit confusing in combat, but the movement makes up for it, being easy and interesting to escape from the creatures, good submission
Loved how unsettling if feels to run through the maze. Should be a game more people should play.
DAMN, wasn’t expecting that. Caught me off-guard, especially realistic part, amazing game!
It's insane how effective this can be at scaring the player. Good job!
Very interesting! I like the concept and execution quite a lot! This really feels like something I could see a horror-tuber playing for far too long. Unsure if there's more to the game beyond the sword I found, but from what I've seen, this is a very, very promising game concept! Would be excited to see more of it in the future!
-Hadal
Hello, just to clarify that we made a second build (v1.0) which just fix a bug where you could get Soft-Locked at the beginning of the game, enjoy :)