I loved the horror concept of your game. The black-and-white noir style is unique and adds a lot to the atmosphere. You did an excellent job, and I enjoyed every aspect of it!
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Everchanging Whispers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #17 | 4.467 | 4.467 |
Sound Design | #45 | 3.700 | 3.700 |
Horror | #62 | 3.400 | 3.400 |
Enjoyment (Best Game) | #97 | 3.333 | 3.333 |
Story | #107 | 3.100 | 3.100 |
Ranked from 30 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?
Which engine did you use to create this game?
Unity
Comments
Great game! I really enjoyed the ambience and it’s got a fantastic aesthetic style. The sound and effects were also excellent at enhancing the experience. Amazing job in 1 week and thank you so much for making this and sharing it!
Nice game. Visually looks cool, but the effects are too intense. I still don't understand why it made a roguelike. There is no buffs between the levels. The levels just differ in the arrangement of the rooms. Maybe something will appear later, but I got stuck on level 3. I couldn't find another card. There is also a bug when the ghost gets stuck in the passage and you just can't get through without taking damage. The jump feels broken, the character jumps too high and as it will be, jumping is not needed at all in this game.
The idea is interesting, I think if you develop it and fix the shortcomings, it will be cool.
Thank you for the honest feedback!
The roguelike aspect of it is the procedural generation + upgrades, but I totally agree that there aren't upgrades enough.
Originally the vision was to have different types of upgrades per type of card, the procedural generation turned out really difficult and took a good chunk of the time.
Might just discard the jump as well! This FPController was based on the unity template and I had to fix a lot of things in it (it's based on cinemachine 2 and when I upgraded to 3 it all broke haha)
As a player, I don't have much experience with roguelikes so I'm 100% sure I wasn't accurate following the style and used it as inspiration, trying to fit the descriptions about what I found a roguelike looks like. Would be interested in knowing more about the genre to make a better roguelike in the future!
The noir-style visuals and detailed apartment setup were great touches, with a fun robot addition and an eerie atmosphere heightened by whispering monsters. I enjoyed the card and flashlight mechanics, especially how monsters could only be seen in the flashlight beam, adding mystique. The randomized layout and expanding locations kept things interesting, though I felt the AI could be more responsive, as the monster wasn’t affected by light or sound. Doors were sometimes tricky to open due to hitbox sensitivity, and the rapid text made it easy to miss key messages. Overall, a cool blend of horror and roguelike elements—thanks for the experience!
This is not like scares me or something (because my scary intolerance maybe), but I'm really proud to say, this is the best game on the jam. The aesthetics, sound, and gameplay. I play this game for about ~30 minutes, the most time for a game I play on this jam. I really love it, and your team deserve more recognition, cuz it's really really a good game to made in 1 week.
Beautiful game, so impressive, so well put together, does not feel like a jam game at all. Great job, congrats!
The art style of the game are really cool, and so the voice over of the Plague Doctor. The Game loop that gives you more health through the cards is very interesting. The exploration bit can be frustrating, due to the ghosts pattern, but also it is the point of levelling up to get more health to be able to brute force past them. The flashlights were a bit too much for me, I would need an option to tune them down.
To be honest in Unity is always a gambling when you use the 3D Lights to understand how strong they are going to be. :)
I mean the movement patterns of the ghosy. Most of the time I experienced them staying very close to the same spot instead of moving around, so when they appear on doors or hallway I had no choice but to run into them to get to the other side.
Did you use a NavMesh agent for their movements?
Yes, that's what I used for navigation! It was a little tricky because with procedural generation, I had to bake the navigation at runtime, but it worked in the end!
Also was first time releasing something that used navmesh agents, so I think the navigation area was to wide and to close to the walls after I saw it completed, but didn't remember to change that!
Was a bit confusing at first just trying to figure out exactly what to do, but once I figured out the flash light that made things a lot easier! Haha, I really enjoy the art style you chose and the story line was really intriguing! Definitely not an easy game by any means
This game is really cool, I love the visuals and the concept is interesting! However, it is very confusing on what you are meant to do and very hard to see at times. I have really no clue what is killing me, my first guess was staying in one room for too long but it seems it might be something I'm bumping into? As others have said I don't have issues with epilepsy but the flashing lights are quite hard on the eyes and although I'm a very fast reader other players might have issues with reading the text in time. Also the 'multiple people speaking at once' bug came up in my playthrough too as another commenter said.
It is still impressive what you've got done in only seven days! I'd love to see more of this game after the jam.
Definitely one of the best and most intense games I have played so far. The artstyle look sooooo good and it gets pretty challenging. But I have a few minor things that I disliked , this is complaining at a high level, but does the cursor really have to be visible all the time? And the flashing lights when you get caught kinda hurt my eyes. Apart from this, absoloutly amazing. Did you really do that in just 7 days!?
hey man appreciate the review!
Yes it was done only in 7 days. In preparation for this jam I took a course on procedural generation that was a prize from a previous jam, that helped me a lot to know what to do in terms of coding.
Also, I used a lot of tools to help my flow, otherwise it would be impossible to deliver it during until deadline. Particularly cinemachine helped a lot with cutscenes and feel helps a lot with getting juiciness off the ground fast. Also made use of mixamo for animations and humanoid avatar (which reduced my animation time to near zero...). As a developer, always glad to have a chat about the technical aspect of it!
The mouse cursor... I didn't notice haha, can definitely be turned off!
Admit that the lights are a little strong! It was my first time going for such a complete game that some things are just new, like these special effects. It's definitely some good learning to put a warning on bright lights and go easier on them!
I really enjoyed this, though I couldn't get very far into it. I got super lost in the little houses and couldn't really tell what was killing me. Despite a lack of clear conveyance for some of the mechanics, the procedural generation of the environments was incredibly impressive, and the artistic direction was extremely unique. The sound design was very nice as well. All in all, the presentation of this game is very unique and stylized and it has a lot of potential. While the conveyance isn't great (it's hard to tell what to do or where to go. Sometimes it's so dark that it's difficult to tell where you are or what is going on) it's still an extremely unique game with a lot of replayability. I'll be taking more cracks at it in the future, for sure, since I like games with good replayability. Very well done, especially for such a small team (of two!). Definitely one of my favorite jam games so far.
-Hadal
Thank you very much for the detailed review!
I'm really happy you enjoyed our work, at some point it felt like it was impossible to finish before the deadline.
About the dark, there's a flashlight with the right mouse click that I should have made more clear how to use it, it improves a lot the dark!
When designing the game one of the first topics we had was about the game being fun to replay. I find this particularly quite important and something rewarding for the payer :)
You have a good point about the goal being more clear. After playing other games from the jam, I couldn't help but noticing that some make a very good job at leaving the current goal always visible so the player knows what's going on.
All in all, I'm incredibly happy with the reception this game had, as a team of two it was incredibly hard to finish it with such ambition!
Is there a way to render a Unity game for playing in browser? Haven't tried to launch it on Linux.
i love the visual, its so unique, maybe i didnt add the voice of the plague mask man, it´s a little strange
Visuals are cool, and procedural generation is impressive! This was definitely hard to make in the short time period. Sometimes the shadow can push you to the exit which happened for me one time before I got all the cards, the movement when you get caught I think is a little much.
Great game, the visuals are very top notch, one of the better looking games in ScreamJam. Really impressed with what you guys accomplished in a week.
I really like the levels and the whole art direction, congrats for the rogue-like implementation too!
This is excellent, The setup, visuals and atmosphere were top notch. My only gripe with it is I kept getting grabbed by ghosts in walls as I didn't know which way to go to avoid them. That being said I'm probably just too impatient haha, needless to say I failed to reach a high level...
bro that was hard to get it right in such short time!
They use path finding and ate pretty accurate, but they follow the last position they were close to you. If you distance yourself enough or hide somewhere, they turn around and leave.
I'm glad you liked the visuals! I tried merging many ideas together!
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