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(1 edit)

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.

(+1)

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

Thank you! 👍🏻