Great concept! Would love to see the finished product later on.
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How does the game fit the theme?
The theme is "Trust no one" — so we aimed it at the one narrator the player can
never walk away from: their own eyes.
Everything you see is true, but it's never all of it. Eyes open, you get grass, a
clear field and a set of walls. Press E and that world is gone — different walls,
a dark ground that was underneath the whole time, and in the later levels the exit
and the creature hunting you, which only exist visually while your eyes are shut.
Both sets of walls are solid at all times. Neither state lies to you. Neither
state tells you the truth either.
So you can never verify the room you're standing in. You can only sample it one
way, blind yourself, sample it the other way, and then trust a memory. And while
you're blind, the thing chasing you keeps moving at exactly the same speed.
By level 3 we push it as far as we got it: twelve creatures you can only see with
your eyes closed, and the way out is behind where you started. Looking at the
world directly is the thing that kills you.
To be straight about it — this is the theme expressed as a mechanic, not as a
finished story. The original pitch had a lot more built on top of this idea, and
we didn't get there in time. What we shipped is the part of "trust no one" we
could actually make playable in the jam window, and we think that part works.
What code and assets did you not make from scratch during the jam (if any)?
Engine: GDevelop 5 (visual event system). We leaned on several official/community
GDevelop extensions instead of writing them ourselves: Pixel Perfect Top-Down
Movement, Smooth Camera, Tween, Health, Flash, and Tiled Units Bar (the heart
HUD). All game logic, level design and event scripting was built by us during
the jam.
Art: character and environment sprites are from "Modern Interiors" by LimeZu
(https://limezu.itch.io/moderninteriors). Some small UI/prop sprites are ours.
Being honest — the art here is a compromise. We couldn't source or produce
sprites that matched our original concept in time, so we adapted the design to
the assets we had rather than the other way around.
Audio: none of the audio is ours. All four tracks/SFX are licensed from Uppbeat:
- Ambience: "Sinister Eerie Ambience" — GFX Sounds
https://uppbeat.io/sfx/sinister-eerie-ambience/167646/41034
- Damage hit: "Arcade Game Damage Hit" — Sonic Bat
https://uppbeat.io/sfx/arcade-game-damage-hit/14767/32490
- Game over: "Game Over (Retro Video Game Music)" — Soundroll
https://uppbeat.io/sfx/game-over-retro-video-game-music/200/11974
- Footsteps: "Tall Grass Rustling" — Jeff Kaale
https://uppbeat.io/sfx/tall-grass-rustling/165032/48425
Fonts are GDevelop's engine default — we didn't get to typography.
How many people worked on the game?2


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