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Negative's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #289 | 1.964 | 3.000 |
Horror | #405 | 1.528 | 2.333 |
Enjoyment (Best Game) | #420 | 1.528 | 2.333 |
Aesthetics | #424 | 1.746 | 2.667 |
Sound Design | #523 | 0.655 | 1.000 |
Ranked from 3 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
Hope you're able to continue with the concept. Flash photography is a fun horror motif but I think this captures - pun intended - the interesting implications of a flash that seals a moment in time. Using flash to trap ghosts is a really compelling idea. I can understand it probably needs a few more intersecting mechanics to work.
Thanks for submitting Negative to the jam!
Thanks for the comment! I planned quite a bit more for the story and world than what I shared in the game's page so I am hoping to continue this at some point in the future to share that story.
In hindsight, the problem I had during the jam was trying to rectify two competing mechanics:
Having the specters chase the player made photographing them trivial since they could be baited into following the player down a predictable path. At the same time, making the specters faster/more damaging to discourage the player from baiting them made the game too hard since the player would accidentally trigger specters they didn't know were there yet. I tried to rectify that with a visible breath mechanic telling you a specter was close but that also made them too easy to find.
Looking back, I should have just dropped the chase/damage mechanic and moved on to making unique traps for the player to set with some other element adding challenge like having the setting of traps be a puzzle or an overall time limit.
This is the sort of stuff that is super important to document and publish as a postmortem for the game. Not only can it help you record what the journey was like for you in the jam, it's also very helpful for looking back and learning from past design or planning decisions too!
Gameplay is smooth and feels polished. Camera reminds of Outlast (?), and specters of Death stranding. Liked the minimalism aesthetics.
Thanks for the feedback! Death Stranding was definitely an inspiration for the footprints along with a bit of Fatal Frame for the camera and Hitman for the trap setting mechanics that didn't make it into the prototype.
I like the story, it will be a nice game if it is completed.
Thanks for the feedback! I had quite a bit more planned for the story beyond what I shared in the game's page so I do hope to come back and finish it at some point to share the full story.