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Using assets is fine, especially considering this is a game jam game, but it was a little disappointing to find out that nearly all of the interesting features and mechanics of this game were from a pre-existing engine. The game itself is pretty spooky, but the lack of meaningful payoff was disappointing.

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Fair enough.  I usually spend a game jam programming and never make it to the level design side of things, so this time I wanted to try out something cool I had found.  The level itself and several of the assets were custom made.  Horror Engine also has no documentation, so this was as much an exercise in black box testing as anything else, lol.  

Also, I was planning on having some kind of enemies appear once you completed the puzzle, Amnesia style, but I didn't have time to do them well and so decided for the sake of maintaining the overall quality I would just leave them out.

Hmm. I felt like most of my time was spent creating the world instead of programming neat gameplay mechanics (maybe that just means my workflow is incredibly out of whack).