Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

DreadView game page

Escape the lab, whatever it takes.
Submitted by Do3naut, Kenzie MacDougal — 30 seconds before the deadline
Add to collection

Play game

Dread's itch.io page

Results

CriteriaRankScore*Raw Score
Use of Theme#161.0791.600
Concept#161.3482.000
Fun/Enjoyment?#161.0791.600
Overall#161.1691.733

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

This game has a lot of good ideas behind it! As the point-and-click 'explorer' you're put in a creepy, maze-like area that's very easy to get lost in, and for a game about escaping that's a really good thing! The colors (or lack thereof) set a great atmosphere, the repeating but varied rooms make me pay close attention to every move I make, and the fact that they're edited images of a real office space make the space feel so real yet unfamiliar. The main issue was that I explored every nook and cranny I could see, and I still couldn't find an escape. Regardless of whether it was implemented or not, having some sort of clues on the goal within the game would keep players much more engaged.

Also the role of the 'controller' was very confusing because I couldn't tell what I was doing or why I was doing it. It would make sense that the 'controller' is providing support for the 'explorer's escape, and that's a really cool concept, but it just wasn't implemented yet. I could open a map and see red dots flashing at specific rooms, and it made sense after a few minutes that it was signaling where the 'explorer' was, and even then I could only tell them where they were, not where they needed to go. The PA system made sense for voice chat (which we fumbled around with key-binds to figure out holding V did the trick) because there was an audio cue when I pressed or released the key, but the voice chat would break after enough time, so that's an unfortunate bug. The bit-crushing on the voice chat was designed really well though, so props for setting the tone with it!

Overall, I know it's not a finished game, and I hope that my comments go over things that aren't so blatantly obvious to fix. There's still a lot of quality in the style and theme of the game, and the concept is definitely there, so I hope things work out better next time. For what there is so far, I'd say nice job, and best of luck next time!

Deleted post
Submitted (1 edit)

Got a friend to get the game started, but sadly could not figure it out. As 'explorer', the game constantly turns you around, making traversal very disorienting. Could not find out the goal of the 'controller'. There were hidden keybinds and exceptions were constantly being thrown by the program. A readme or a description would have helped much to make it all clearer. 
The concept seemed pretty cool from what I could surmise and the aesthetic of the game was unique, but lack of any information or feedback from the game made it impossible to play.
I also was worried the entire time that the game would pop out a screamer at any moment.