Not really a huge fan of the backrooms mythos myself personally, but as a game this was neat. The limited vision in darkness really adds to the tension and it's a little unsettling hearing her scuttle around. The vignette on lack of stamina is a nice touch too.
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Backroom Labyrinths's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horror | #19 | 3.813 | 3.813 |
Sound Design | #48 | 3.688 | 3.688 |
Enjoyment (Best Game) | #78 | 3.438 | 3.438 |
Aesthetics | #167 | 3.500 | 3.500 |
Story | #296 | 1.938 | 1.938 |
Ranked from 16 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?
Godot 4.3
Comments
Then tentacle monster worm grasshopper thing gave me goosebumps lol. Also i think the blurryness of no stamina was a nice touch. and the lack of vision is that tension
The lack of flashlight paired with the player being able to the monster walking around as if they're right on the other side of the wall at all times really builds a kind of tension that makes me want to not keep going lol. As others have said though, you guys did really good job with the UI and settings making the player experience overall just that much better. Nice job!
I like how there are options to choose keybindings. Tried to play with OKL; like a left handed. On the second level the enemy was stuck in a doorway
I love the wallpaper, like genuinely it was fun little detail. Respect for the settings, mad respect for them, also in general all the "small stuff" (UIs, stamina, etc.) are super well done here. And must say, the door "animation" is fun touch. But ye, it was nice play, and horror elements were good too, at times I was reminded why flashlight is such a popular mechanic in horror games, but it also did add to the horror aspects so can't complain about it too much lol. Fun stuff, good work here!
Navigating narrow spaces was nerve-wracking, especially with the eerie monster design and its chilling sound cues. I liked that the monster has a hunting mechanic—it encouraged me to approach with caution. The detail that monsters couldn’t pass through doorways was a nice touch, letting players strategize without a tutorial spelling it out. Although the monster’s movements were abrupt, which could use refining, the Backrooms-inspired concept worked well. I finished all four levels up to the credits but didn’t encounter the monster on the fourth—maybe it was tied to door choices? Overall, a great game jam entry. Thanks!
I have to turn off the audio to not get not that scared. NICE WORK.
A TACTICAL STYLE BACKROOMS GAME?!? Amazing!!! I made it to level 3 or 4, and really loved this game. The lighting, the sound, the monster, the sound the monster makes, THE SHADOWS? MY GOD. So good, great job. I would have killed for a flashlight and Big Blue Door Universal lies would have been my primary target.
Honestly, that was pretty captivating, although I didn't manage to get past "her" even a single time. Either I was doing something wrong, or "she" is just too fast.
Also I beleive the game would win from some additional sfx and creepy music; not something that would blast full-time, but occational rustle or creak, as well as some screeching melody while you're being chased.
And it would be nice to have some items, such as blinking monitors or scattered pages, which would allow to peek into this world's lore.
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