Very nice. A lot of fun to play and an ideal jam concept to iterate with :)
Play game
Completely dark VR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
โUse of Theme -โ Was the theme incorporated well? | #1 | 4.400 | 4.400 |
โโEnjoyment - โHow fun is the game overall? | #2 | 4.100 | 4.100 |
Overall | #6 | 3.600 | 3.600 |
Aesthetics - โDoes the game look great? | #7 | 3.600 | 3.600 |
โSound Design - โWas that bump in the night the perfect SFX? | #9 | 3.200 | 3.200 |
โHalloween Spirit - โSome aspect fear, the supernatural or the macabre? | #18 | 2.700 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
(rated by my daughter) So far, this has been her favorite!
The continue button didn't seem to work, so you had to go back to the menu to get the next level.
This was a lot of fun to play. Very cool concept and well executed. I liked the multiple levels and look forward for see any additions you add. Great job!
I loved the concept of this one so much. I've always imagined a game concept like this and I'm happy to see it implemented perfectly.
What I liked:
- Unique game mechanic that fit the theme well.
- Audio design was simple and exactly what was needed for this.
- George the ghost is a stud.
- Multiple levels to help expand on the game mechanics.
Some Notes:
- I think the core mechanics are great, but it needed to be expanded upon more. Granted it's limited time so what youve done is amazing, but it would have been great to see other items in the game making sound to guide the player.
- There were multiple levels, but not a major difference between 1 and 2. I think George could have been introduced in level 2 since the player already understands the mechanics from level 1.
- The continue button was broken, which is a easy miss considering how much you git done.
You've done a geat job here. The core foundation of this game is rock solid.
Thank you for such an amazing entry!
Thank you for playing, for your feedback and, of course, for organising this gamejam! ๐ฆ
Indeed, the level design was rushed. Initially I planned to have 5 levels but I barely had time to finish these 3. I plan to add more levels in the future (along with some bugfixes). I am currently thinking about maybe adding some sort of combat system to make the game more interesting but I don't have any clear direction for it at the moment.
I didn't think about the idea to add some audio sources to guide the player. It sounds nice!
Overall I am glad that I was able to implement this game mechanic during such short time. I learned a lot and it was fun ๐
I think there's a lot to expand upon with your main mechanic, the idea of sound waves based on tapping the floor and objects. With both Daredevil (and Donnie Yen in either Rogue One or JW4) providing the idea of blind combatants, a Superhot combined with your echo-location would be a very unique VR offering.
As it is, I could have done without the arrows on the floor, as it was a puzzle that demanded consideration that was undone by those indicators. The Continue button didn't seem to trigger the next level, and placing the game under 'levels' as the second UI button threw me for a second, as it didn't seem there was a play button upon first inspection. If George's introduction had been a sort of 'boooo' or ghostly moan, then you could have added a singular moving sound source vs. text introduction. I didn't know he was a threat when I first met him, I went to hug him! :)
All of that said, this is something unique that I've never seen or experienced before in VR, and I think you could do a lot with it, should you choose to expand upon it. As it is, I had a lot of fun, if not a lot of fright. Nice work!
Thank you for playing and for your interesting feedback!
Initially I made a level without any arrows or hints. I play-tested it and found that it quickly became very frustrating to get lost in complete darkness without any sense of direction. I added arrows as a simple solution for this. I think that there has to be certain balance between having hints and exploration. But finding such balance requires a looot of time for level design that I didn't have during the gamejam ๐
Initially there was a "Start" button at the top of the main menu. I found that it was broken 30-40 minutes before the deadline lol. I had to remove it very fast and I didn't move the "Levels" button higher... ๐ I plan to add it back and to fix the "Continue" button in the future v1.0.1 release.
I also plan to add more levels. My current implementation allows to have multiple ghosts in the same level, so it can be fun imho. I am still thinking if it's possible to add some sort of combat system to make the game more interesting but I don't have any clear direction for it at the moment.
I hope it's clear how much I enjoyed the ingenuity, simplicity, and elegance of your mechanic. I liked how I could tap the objects and walls as well as the floors, too. Maybe taking a page from visual aids in public, use 3d/directional sound sources as navigation aids, a sort of audio hot/cold approach, might help with getting lost? There's a lot sound could do to compliment what you've done already, should you want to implement it. Yikes, nice save on the menu buttons, I was able to (and did) play all 3 levels regardless. Even if there's no combat to be had, the promise and execution of exploration and navigation that Completely Dark suggests remains truly fascinating.
Hey I played your game and it was pretty cool. I was scared of the ghost until I saw what it was, then I was scared because it was indeed chasing me haha. Good job on this one. When it started the snap turn and continuous turn were both on and I had to go into the menu to swap back and forth so it was only using one. I'm assuming you used Valem's VR template from the last VR Game Jam 2023 or something maybe? I feel like it had this menu and that problem as a part of it. Also none of the continue buttons seemed to work. I always had to go back to the menu. Overall neat game concept.
Really nice idea and mechanic, nicely put together and worked well on the Quest hardware.
I saw the trailer video, so I knew what to do - but as BBIT says, a hint at the start would have helped new players know you've got to tap the stick.
I know it was a short dev-time, but I feel a lot more could be done with this mechanic, there's a lot of scope there.
One slight thing, I felt the 'echo' effect wasn't fast enough, so as you move forward the echo didn't show much in front of you. It's not a massive thing, and if you slow down it's fine.
Overall, really clever and unique idea and I think it has a lot of scope!
Thank you for playing and for the feedback ๐๐ป
Yes, I should have added a hint in the beginning. It was planned but eventually cut along with other improvements due to time constraints.
I want to add more levels in the next version. I have some cool ideas ๐
I think it's cool that the player has to walk slowly and use echo often. But I will try to play a little bit with echo speed and max distance. These mechanics and levels take a lot of time to play-test and fine-tune ๐
This is a really innovative game mechanic and interesting interpretation of the theme. Navigating works surprisingly well when you get used to it.
Just not sure if i would have immediately understood what to do without seeing the trailer before, maybe a little hint or so would be helpful?
It's a pretty clever level design, hints were helpful at some points. I hope you make a few more levels in future, think that has lots of potential. Just George got me first time, because i wasn't sure if he is good or evil :P
I think for the sound design it was also a good decision to focus only on the stick beats during the levels. That transports the mood even a bit better and supports the game-mechanic.
Congrats to a great entry :-)
Thank you for playing and for interesting feedback! ๐๐ป
Initially I planned to display some text next to the stick saying "grab the stick and hit the floor with it". Unfortunately I didn't have time for it during the gamejam. I will consider adding it in the future version. Many things were cut because of the deadline haha ๐
Speaking of the future version, I want to add way more levels. I think that the gameplay mechanic I built should allow me to create more cool puzzles.
That was exactly my idea for the sound design. Initially I tried playing the first level with some background music but I felt that it was too distracting.
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