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A jam submission

Castle UmbraView game page

Dive into the bowels of the oldest castle.
Submitted by Wavewire (@HTripwire), Tolomey, Maxoking — 14 minutes, 40 seconds before the deadline
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Castle Umbra's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#683.3814.000
Audio#762.7043.200
Originality#893.2123.800
Theme#992.8743.400
Overall#1082.5963.071
Controls#1292.1132.500
Fun#1322.0282.400
Accessibility#1351.8592.200

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.7.2-stable

Theme Interpretation
An unstoppable entity chases you. Your doom is imminent.

Wildcards Used

Left Wildcard

Go Spinny - Use the mouse wheel in your game

GWJ Participation Level
1

Team Size
3

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted(+1)

Really nice atmosphere in this, much spoops, and I really enjoyed the fact that the controls were different and tied to the direction of the torch.

I did run into some collision issues though that got me caught a few times.

That aside, the art was really nice.

Good job!

Tim

Submitted(+1)

Fun aesthetic and I liked the concept of having to turn your light off to be safe from the creature; that made it scarier. I would say I wasn't a huge fan of the controls, though; I think it would have been much nicer if the light followed your mouse since you needed a mouse for the scroll wheel anyway, and then you could move using wasd

Submitted(+1)

The art and music are really strong. I like the visual style a lot, and the whole thing has a very distinct atmosphere.

The controller is also really interesting. Having the character simply move toward wherever the flashlight is pointing is a genuinely cool idea, and it gives the game a very different feel from a normal top-down or first-person setup.

It sort of reminds me of the inherent dread that was present in the original RESIDENT EVIL games, where the fixed camera and limited visibility made movement, itself feel tense.

I’m less convinced by being able to adjust the reach of the light cone with the mouse wheel. I didn’t really find a situation where changing the distance felt necessary, so that part of the control scheme may need a little more purpose or feedback.

But the core idea is great. The flashlight being both your way of seeing and essentially your movement direction is a really clever mechanic, and I’d be interested to see it pushed further.

Submitted(+1)

Really cool concept. Unfortunately, I kept getting stuck on objects/walls, which would kill my run. Tutorial also made it seem like the monster needed to be killed with the flashlight, and I found out the hard way that that wasn't true :P 
Good job overall! I like the aesthetic :D 

Submitted(+1)

Spooky and great style. I really felt the foreboding waiting for the monster to show up. I never did figure out if I was supposed to be able to kill it with the light, or not shine the light on it, or run or... 

Developer

Thank you for playing! We should have communicated that more strongly - the monster was always meant to not be shined at, but looking at the finished game, we absolutely failed to communicate that x)

Submitted(+1)

I really like the low pixel aesthetic

Submitted(+1)

Definitely needed the tutorial, struggled a lot with the controls - Loved the red castle gif at the start nice game though

Submitted(+1)

I think the game is quaint, and takes a little getting used to! Good job 

Submitted(+1)

Fun and I really like the art! You should have made the tutorial mandatory as I almost quit but decided to try one more time and remembered it had a tutorial checkbox and had a much better time after that.