Intriguing mystery, and I can see where the concept could expand! Congrats on your first game jam submission, very solidly put together
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Gone Dark's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Cleverness | #282 | 4.000 | 4.000 |
| Artistic Style | #401 | 4.000 | 4.000 |
| Theme | #653 | 3.000 | 3.000 |
| Playability | #804 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Good game, enjoyable survival mechanics and a good basis for more. fantastic first game entry to a jam and hope to see more in future. Looks like you ran out of time but made a great entry! You should be proud!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes :)
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Gone Dark is about living in a cave and keeping a fire alive. The sun has mysteriously disappeared, and you are left to gather resources and keep yourself fed, and keep your fire alive.
There are two locations outside the cave that are currently in the game, a lake and a forest. The forest is where you can gather resources to feed yourself and keep your fire going, and the lake is where you can gather water. I wanted to add a fishing mechanic, but did not have time.
There is a third location, the city. I did not have time to implement that into the game, but that is where most of the story was going to happen. It can be unlocked by visiting the lake on day 3, but when you try to enter, the game displays a pop up saying "End of prototype".
As for mechanics, the main mechanic is the fire in the cave. When the game starts, there is no fire, and the player only has a match in their inventory. They can put the match in their hand, and use it to light the fire. Once the fire is lit, if it goes out, they lose. You must use resources gathered from the forest (or craft better ones) to fuel the fire. It's got 3 stages, the higher the stage the better, and the bigger the flame.
The inventory has 15 slots, and a hand slot. The held item also displays in the main UI, and can be used to interact with different items. There is also a crafting system which only has a few recipes, but you can craft bowls to store water, and slightly better resources to fuel the fire.
There is also a hunger bar and a hydration bar that need to be kept full, or travelling will take more time. Speaking of which, there is a day cycle, which is strange for a game with no sun. The way the day cycle works, is it's based off how much reasonably could be done in one day. Travelling to different locations fills up the bar a little bit, and it fills up even more if you are hungry or thirsty. It will cycle through the morning, day, and night, and once the bar is full at night, you will only be allowed to travel to the cave, and will instantly load into the next day without being able to add more fuel to the fire before sleeping.
The indented use of the theme for this game was to implement the "shadow" part by having the sun disappear, and the world set in darkness. The "alchemy" portion was the crafting system as well as the story for the game. I wanted to implement many puzzles and secret messages, but unfortunately did not have much time to include those things.
Extra Notes
This was my first ever game jam. I learned a lot of very useful things about the process of making games as well as how specific mechanics are handled, and it was a lot of fun! I'm also a solo dev, all the art, music, and sound effects were drawn, written and recorded by me. :)


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