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A jam submission

After YouView game page

A light psychological horror corridor about chasing what we cannot let go of.
Submitted by Orionnyx — 1 minute, 2 seconds before the deadline
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After You's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#753.5243.524
Story#1392.9522.952
Aesthetics#1673.6673.667
Overall#1843.4763.476
Mechanics#2263.2383.238
Fun#2543.1433.143
Music#3202.8102.810
Theme#4432.7622.762

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Synty (Horror Mansion, Horror Carnival, Animation Base Locomotion), MoCap Central , Cormorant Garamond (Google Fonts), Horror Bundle Sound Effects by NUMI

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Comments

Submitted

It bugged out for me too sadly. I was interested in seeing where it goes

Submitted

Potentially a neat little experience! Unfortunately I ran into a couple of bugs, one of which sent me through the level and the number hotkeys to jump to levels did not work

Submitted

This is a truly amazing game—I was completely hooked. I made it all the way to the final corridor and now I'm left craving more.

Submitted(+1)

Great entry! Nice use of the theme.

Developer

Thanks for playing! The theme connection is a stretch, I'll admit chasing something/someone felt like a form of connection, but I can see it's not the most obvious read.

Submitted(+1)

Creepy.

Thank you for the game!

Developer

Glad it landed that way. Thanks for playing!

Submitted(+1)

Finally a horror game from a jam that is actually going to stick with me... amazingly well done, simple and effective. Also, I love the Shining floors! 

Developer(+1)

That means a lot, exactly what I was going for. The Shining was definitely an influence

Submitted(+1)

I went to the back rooms briefly and then fell out into the abyss after going through a door. lol. I need to see more of where this goes. One of the times when the hallway turned, I fell out into the abyss as well. I fell out of the level colliders a couple times and was like... I don't know. But I'm glad I continued to play it because then I actually got to the terminating hallway and to to experience some creepy sh*t before that point. lol!! Yo when I turned and saw that tricycle, I was like... "Oh hell no..." Half expected to see Jigsaw on it. I don't want to keep going on and spoil anything. But I'll just add that when I was a child I was forced to experience a haunted house attraction with walls that did  something similar to that and I cried XD lmaoooo. . I think if you add a light flickering effect during that part and maybe some screen shake, it would cause much more anxiety. That is the perfect spot to really f*ck someone up. You absolutely need to do more with this!! We all need to see what happens after 1408. Do we ever catch up to our ghost?? Do we escape from this building, what the hell is even going on!?!? 

Developer(+1)

The out-of-bounds falls are a known bug, collider gaps I didn't catch before the deadline. Post-jam priority.

The tricycle reaction is exactly what I wanted. And yeah, the closing walls screaming for flickering lights and screen shake, noted, that's going in.

As for what's next: you do keep chasing. Whether you catch up is the question the full version will answer.

Submitted (1 edit) (+1)

Great work. Yeap heaps of potential. the rotating hallway was nice and quirky. Keeping working on it. 

Developer

Thanks for playing, glad the hallway worked.

Submitted

super cool atmosphere! i los track of the person kind of quick but i enjoyed my play throughs! well done! i encourage you to expand on this game more, tons of potential!!

Developer

The ghost visibility is too subtle right now, adding clearer cues is on the post-jam list. Thanks for playing.

Submitted(+1)

Nice job on the mood, I lost track of where I was suppose to go, but there's definitely something to push further. The rotating hallway got me :D

Developer

Navigation guidance is the main thing to fix post-jam. Glad the hallway did its job though.

Submitted(+1)

Like others have said, lots of potential.  I also lost track of the ghost around the third hallway, and eventually got dumped out of the roof.  I hope you finish it! I'll definitely be coming back to see what you do with it!

Developer

Both are known issues, ghost visibility and the roof collision are top of the post-jam fix list. Thanks for pushing through despite them.

Submitted(+1)

Great job. The game has good atmosphere and presentation. The controls were a bit funky. It's unfortunate you weren't able to finish it.

Developer

Fair on the controls, mouse sensitivity and movement feel need work. The jam deadline hit hard but there's more coming.

Submitted

Visually my favorite so far, since I am a sucker for liminality. It has huge potential. I hope you can expand on the idea!

Submitted(+1)

Visually my favorite so far, since I am a sucker for liminality. It has huge potential. I hope you can expand on the idea!

Developer

Liminality is exactly the aesthetic I was chasing, so that resonates. Expansion is planned. Thanks for playing.

Submitted(+1)

I'm a huge scaredy-cat when it comes to horror games, so I'm super grateful that there were no jumpscares. And for me personally, the atmosphere was scary enough :D 

On my first run, I didn't follow her and somehow made it to the exit door without much creepiness happening. But on my second run, I found rooms 666 and 1408 and was a lot less lucky there 😅 Well done!

Developer

The no-jumpscare constraint was intentional, atmosphere over shock. Sounds like the second run gave you the intended experience. Room 1408 has its own ideas about guests.

Submitted(+2)

"Someone walks ahead of you. You follow." is my new favourite game description.
to be honest, I tried to follow her, but I lost track of her at somepoint and just started opening random door and had some fun room interactions and even found room 1408. I can't really say it was scary though...

Developer

Atmospheric horror without a strong anchor moment can feel more eerie than scary, fair point. The low-poly style doesn't help sell the dread either. Both are things I want to push further in the next version.

Submitted(+1)

Hey this is pretty cool well done for finishing in time for the jam. while not complete as you stated its the effort and time put towards to get it to this state. well done. I look forward if you continue working on it or adding updates to checking out where you take it next. Ran well on web, had no issues. 

Developer

Thanks for trying it out! I plan to at least add an ending hallway post-jam, so there’s more to come.

Submitted(+1)

is scary in atmosphere and does not use jumpscares which i like , my only critique is that the funny faces on the low poly model and weird SFX can make you snap out of the tension , amazing work GGs

Developer(+1)

Glad the atmosphere held without needing jumpscares, that was the whole bet.

Fair critique on both counts. Low-poly is not the best for horror. I’d like to learn 3D modeling, hoping to find a good course on that from GameDev.tv.

Thanks for playing and for the honest feedback.

(+1)

I love how the tension builds as you progress through the corridors. The puzzles are interesting, as are the nods to genre films.

It made me nervous, just the right amount.

Ho, it may be a bug, If you glitch through the floor in one particular corridor; you have to walk slowly to go through.

Developer

Glad the tension landed.

The floor glitch is going on the fix list for the next build. 

Thanks for the report, and thanks for playing.