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These types of games always freak me out so I'm sorry to say I couldn't finish it all, but I got halfway on the notes. That was pretty spooky, the Darkwood inspiration feels pretty clear here. Having the narrative split across the various notes forces you to get out of your comfort zone to find out what's going on. I was always worried about something coming up behind me. The only thing that messed me up while playing is that I didn't catch on to the fact that you drop the bait whenever you interact with things- I kept thinking "Wow, why the heck do these people have bait under all these notes?" But yeah overall, it's very spoopy and a pretty well-thought-out of spreading the narrative across the entire game. Good job!

Edit: I only remembered this after the fact, but if you want to freak people out a bit more, a blinking mechanic that makes your screen go black every so often would really mess with people. ;)

The bait mechanic got bugged out when I edited some other things (to do with rotations and whatnot, ugh :D) - the original mechanic was that you always carry the bait in front of you, so you'd always be aware that you've picked it up. Currently it (buggily) attaches to one side of you and then just stays there, so there's a good chance you forget you're even carrying it.

I could definitely add a few more spooky-spookspook mechanics to the game, like heartbeat sounds or screen effects when the brother is close etc. And why not black the whole screen now and again for added fun :D

Thank you for playing!

Aaahhh. Maybe a tiny light that shines over the character might also help people remember. So you can see your model and what you're carrying. I dunno, you know best for your own game, so good luck!

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In the post-jam version there's a carrying animation, the player slows down, and the bait sack is always placed in front of the player, so there's less risk of forgetting :D