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(+1)

I agree with J, the school is definitely the creepier setting - but I feel like that's likely because it had more work put into it? If there's one thing you nailed, it's the sound design, that was great. I feel like the indoor areas could of done with some distance fog, but as a fellow Godot developer, I understand that the basic Z-fogging has become so much harder to use in recent versions (no idea *why* they made that decision, but alas it's one we have to live with for now).


It does feel weird, however, that you've got this lovely narrative intro (great job on that, by the way!) - and then you have a choice of three settings for the next part. It feels like you bit off more than you could chew, or at least that you gave yourself a way bigger workload than you needed to? On top of that, the genre you picked - again, not the easiest thing for a one week game jam, but you clearly love the genre and wanted it represented here. I picked collect-a-thon because I thought it'd be easier than something like this. But I can respect the ambition! Good job :D

Thanks for playing. Yeah we got a bit overambitious with this one. I'm not sure if it comes across, but the different scenarios are supposed to be different possible stories that he tells you about the missing people.