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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!

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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 😇


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... 🙈 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.

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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.

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The hot/cold idea sounds really good. I definitely want to try it.

Thank you! 👍🏻