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That was just a pure and fantastic experience. The entire thing felt so polished and complete. where to start?

  • Accessibility was terrific even down to a difficulty and jump scare setting. This gives everyone a chance to play your game. I do think offering a standing option would have been nice, but not entirely necessary.
  • The jump scares were terrific. You had me saying "Oh F#*k Off!!" a few times  🤣
  • Multiple game mechanics that were polished. You really knew how to scope this game and I think it allowed you to really polish every bit.
  • Tutorial was as smooth as butter. It's the right amount of tutorial and game progression that makes the player feel like they aren't just reading a rule book.
  • Lighting and material work was top notch. Let me know when you start doing tutorials on it because I'm ready to watch! 

Some Notes: The key puzzle was great, but there were a few times that it would get stuck, which caused it constantly go into the other mini-games. 

Outside of that, this is just an amazing entry. Thank you so much for participating! 

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Firstly, I'm glad I made you say 'oh F#*k off!' a few times - forget the whole Jam thing,  that was my overall goal really :)

Thanks very much for the feedback! Yeah, it was a pretty intense 5-day, I've taken time-lapse videos of the whole process in the devlog section if you want to see how it was made - Dark Panic! 5-Day Halloween Game Jam Dev Log - Dark Panic! by IanLindsey (itch.io)

It's my 2nd Jam, so I see how time is a massive factor - therefore it made sense to make one main bit, then have a selection of 'dark' mini-games to add to it, that way they can be added or removed given the time... Actually I had 5 in mind originally, but I'd rather have 2 polished playable balanced ones than 5 unplayable ones - they do change depending on the level of difficulty too, so they needed extra play testing time to balance all that...

Actually, I might add the other 3 one day :)

As for the lighting & materials, you're in luck! I've already made a kinda tutorial/dev log about my process - it's on something called YouTube:

As for the standing thing - you're absolutely right of course, and it was something that became apparent near the end of the Jam.

I originally planned to make a seated experience, so I started out doing that, put the code in, modelled the environment yadda, yadda - but then as it became more playable, it was clear that it also worked as a standing game too. However, by that point I'd modelled the environment too short and there wasn't enough time to go back and adjust everything, so in the end I opted for that height adjust option - which kinda still works, but ultimately given another day or so I would have just made the environment taller to fit and made it cater for both.

Thanks for playing & glad to be part of the Jam!