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A jam submission

Don't BlinkView game page

Survive a blood-stained maze; a relentless mechanical hunter chases your light. Find the key, escape
Submitted by AbiRockGames — 1 hour, 27 minutes before the deadline
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Don't Blink's itch.io page

Team Name
SpiritualRock

Game Name
Don't Blink

Link to Gameplay Footage
https://youtu.be/PAyeWf97BaI

List any content that was created before the jam.
Main Menu

Gameplay Instructions
WASD — Move
Shift — Sprint
Space — Jump
C — Crouch
F — Flashlight
E — Interact
Enter — Pause/Menu

Which Engine version did you use to create your entry?
5.6.1

What platform is your game built for?

Windows

Which Theme did you created your game based on?
Here we go again

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Comments

(+1)

Hey! I made a rough walkthrough of the game since no one else had uploaded any yet. Feel free to check it out!

Developer(+1)

Thanks for playing our game ⚡🪨

Submitted(+1)

Holy sh*t, this was so thrilling. I can’t believe you made this in 24 hours—everything about it feels great. The only issue I had was that I didn’t realize there was a flashlight at first, so I started walking down the corridors in the dark. I eventually figured the corridors were just too dark to navigate, so I bumped the graphics from medium to high to turn on Lumen, which made everything look beautiful and much easier to navigate. After a few unsuccessful attempts, I finally noticed the flashlight and picked it up—so the flaw wasn’t in the game design, but in my lack of attention. I can’t wait to play your next games.

Developer(+1)

Thanks so much for your heartwarming comment! ❤️

Reading feedback like yours honestly makes all the late nights and debugging sessions worth it. I'm really glad the game resonated with you and that it hit the points you mentioned so well. Means a lot!

⚡🐜

Submitted(+2)

I really liked the item inspection system. The AI system is also amazing, but the problem is that when you reach a dead end, there's no way to get out of it.

Developer(+2)

Yeah, the main reason is that we only had about 24 hours to build it, so I had to make some quick design choices. I wanted it to feel like a maze, but not in a way that became overly frustrating. That’s why I added a few dead ends, so players might think they’ve found the right path, only to get caught and reset back to the start. If at any point you felt lost, the lamps are there as a guide to help you find your way through the maze