Yeah, I hear you. As this game was originally made for a week long jam, I had to cut cornes. I didn't expect anyone to play this game any more, so I moved to other projects. But since you came here and anyone playing in the future should have a 'good' experience, I'm going to clean everything up, and update this game once I have enough time.
itsmawal
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Thank you for playing! :)
I actually had way more planned than I could handle by myself in this time frame: e.g. a system to contemporary overload the energy with a risk of blowing the fuse, leading you down to the storage for new a new one.
I'll wait for some more feedback and will eventually build upon this concept. Glad you liked it.
This is by far my favourite game for this jam. The atmosphere kept me on the edge the entire time, the lighting aswell as the sounds were really good and the controller felt clean.
I had to restart the game because I got stuck in the elevator first (could be me smacking the door panel too many times). The second playthrough went well, though I got trapped in the third room until I had luck with the enemy spawn. Here you could implement something to hide or dodge as it is right now there are (in my opinion) too many dead ends (which could well be intended).
Anyways, I'm amazed about how much you accomplished within one week. I'm flabbergasted :)
P.S. The last credit job was another great idea.
Really liked the lighting in your game! As others pointed out, the cabin light seems more of a disadvantage for now (maybe give an option to flick ot off?). Played it for a while and didn't reach all endings yet. I could well come back to this.
One last thing: the first guy diaappeared in each playthrough. Is this supposed to happen?
Anyways, good work! Keep it up :)
Hey, I really liked your game! Got stumped for a while after the light in the bathroom went dark. Reading the comments helped in that case. An indicator about which frequency gets checked would be nice. But there was only so much time, I get that :)
The atmosphere was tense and the game loop felt alright. Some indication about how I am progressing would be nice. There is a bed, so maybe split it into different days (just a suggestion).
I didn't manage to finish the game, but am willing to do so once I have enough time or after some of the updates you spoke about.
I really did like it, well done!
The character movement felt great and the overall maze design was nice.
As you are a game design student some constructive feedback will probably be welcomed.
My main critique point lies in the fact that this game wasn't scary enough. Reducing the render distance with some fog will probably help a bunch while also increasing the difficulty when traversing the maze. More concentration should correlate with more focus, thus making jump scares more effective.
Don't get me wrong. I liked your game and you did a great job for your fist game jam.
Cheers :)
Thank you for playing!
Stanley parable was probably somwhere in my mind whil creating this game ;) The overall inspiration came from games akin to "Firewatch" or "Paper, Please". As for the dials. The lookup system will accept keyboard input. Just type the ID and adjust the values for the corresponding room.
Being chased while typing the key, knowing that one missed click could result in death was quite intense, I'll give you that. Some things were hard to click and the controller felt a bit clumpsy (which could well be intended). The atmosphere is tense and you're game looks really good.
Awesome work, well done!
That NPC really tripped as that ungodly creature emerged from the picture right before his eyes :)
You got an interesting idea and gave me a good impession of it. As others said, it would be nice to have more than one shot with some objects. Right now, the energy system and the inteactable object seem correlate exactly. For ideas: You could implement something to distract the NPC or lure him in on room (which takes energy) e.g. a radio, televion, etc.
Nice work!
The character design is good and the color schemes in some room are pleasing. It is maybe juts me, but some indicator for the primary goal could help. An example: In the second (or third) room there is a blue cone which I wrongly assumed to be the target. I didn't manage to reach the end but am willing to give it another shot, as soon as I have enough time for it. Well done :)
Nice game! Had to play it twice because I coudn't find the key in the mansion first. Looking into the comments did help with that and take it up again. The world design felt otherworldly and gave me "Alice in Wonderland" vibes. Things you might add are some sounds once an objective is complete. I've felt myself suprised when I realised that the objective has changed, especially for the last one, which (I think) could easily be missed. I also find myself moving in diaganals to be quicker. You might want to change that, if this doesn't suit your vision. Overall, good work :)
Awesome game, had a great time playing it! As others said, the terminal was confusing at first. But as soon as you get the gist of it, it does make fun. For now it is probably too easy to just simply lock the enemy in a room (at least that was what I did). A functionality for the enemy to open doors by itself could help in that regard and also add to the value of the alert system. Overall lovely entry. My favourite so far :)
Thank you for playing. The pace eventually increases, yes; at about 300-400 it‘s as twice as fast. From there in slowly converges due to too much clicking - even after playtesting it a bunch of times. We did experiment with AOE but then decided against it, making the game to easy. The QTE system however sounds fun, we‘ll probably look into it, thanks :)
In order to reverse the npcs you simple click at them - sorry for the confusion. We probably should have added an in-game tutorial of some kind. Highlighting the npcs would have been an option too.. thanks for your patience. Next time we‘ll put the explanation inside of the game, not only on the itch page