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A jam submission

Dread Space (Synty Spooky Jam 2024)View game page

My submission for Synty Spooky Jam 2024.
Submitted by Zeppern — 1 day, 3 hours before the deadline
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Dread Space (Synty Spooky Jam 2024)'s itch.io page

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Comments

Submitted(+1)

Good game, I enjoyed playing it. I don't know if it was intentional but the characters were black, maybe there was a problem with the material/shader?

Developer(+1)

Thanks for playing and the kind words. I used a completely black, unlit shader to hopefully help create a creepy atmosphere.

Submitted(+1)

Died to Sparky, and the Died to lack of oxygen. My biggest concern was I didnt know what "the way out" looked like, so no idea if I was even close or could have walked right passed it. Seemed interesting and the liminal space concept is pretty popular right now. 

Developer (1 edit)

Sounds like you DID find a way out! 😆

Submitted

Touche

Submitted(+1)

The use of WFC for procedural generation was really cool. Well done on an interesting game. Good job

Submitted(+1)

The spooky component is def there, for me it felt like there was no chance of getting out at all. I wouldve liked some sort of possibility sign that I might be going the right way even if it was a lie. :D Nothing worse than false hope. 

Developer

Thanks for checking out my submission for Synty Spooky Jam 2024.

  • No jump scares, so don’t worry about those.
  • The game works with both controllers and keyboard + mouse, but I don’t really recommend one over the other.
  • Please play with audio on.

Assets Used:

  • Tessera Pro by Boris the Brave from the Unity store for wave function collapse procedural generation
  • Sci-Fi Worlds Pack by Synty Studios
  • Audio from Owani Sound and Ambiences Sounds Vol.1 from GameDevMarket

Game Concept & Development This game draws inspiration from Dead SpaceSilent Hill, and The Backrooms. My main motivation was to try out Tessera WFC, which took some time to get working for infinite generation. I learned a lot from this process, and next time I’d probably use a different tile-based approach with Tessera.

The game isn’t deterministic, so each playthrough will be different. Survival time will vary, and you might get stuck and need to restart.

I built this on Unity’s FPS tutorial template but stripped a lot out. The jam was 10 days, but I didn’t have much time to spare, so getting a proper gameplay loop with Tessera’s limitations was a challenge.