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A jam submission

BlinkshotView game page

Just relax and imagine you’re playing your old Sega Genesis at night. And remember - The only light is a shot
Submitted by LeksiTheToad — 10 seconds before the deadline
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Blinkshot's itch.io page

Results

CriteriaRankScore*Raw Score
Horror#562.8672.867
Story#872.5332.533
Creativity#1023.0673.067
Enjoyment (Best Game)#1022.7332.733
Aesthetics#1123.0673.067
Sound Design#1272.4002.400

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What game engine did you make this project in?

2.Construct

Did you use generative AI for any part of this game?

No

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Comments

Submitted(+1)

So there isn't a flashlight in this game

Game: there is a flashlight, use your gun.

There were a lot of controls and thanks for providing the h button to see all the controls. As for the darkness, it felt annoying when I couldn't navigate properly but it was also crucial for horror aspect although I would suggest adding a flashlight because it's very hard to navigate properly without it.

Btw nice game, I really like top down shooting games ^-^

Developer(+1)

Yes! I feel the same way. Top-down shooters are awesome, and their potential is severely underrated! I drew some inspiration from *Alien Shooter*, but at its core, the game is more like *Hotline Miami*.

As for the flashlight—adding one would 200% kill the game's atmosphere. Sure, it’s tough without it, but then again, the game itself isn't exactly easy *~*! Besides, if you search all the corpses, you’ll find plenty of flares, so it shouldn't be too much of a problem. Thanks for the feedback!

Submitted(+1)

Neat concept! I had a hard time figuring out where to go after clearing the first area because the way a room is totally blacked out until you enter it made it feel like a wall. The main corridor where you lose power was super tough and I couldn't really figure out what to do from there. I got all the way to the other side and there was a light on the wall as if it was supposed to be interactable, but nothing happened when I tried to interact and I died. Really good spooky atmosphere.

Developer

My apologies; this is essentially a shortcoming on my part as a game designer. The darkening effects were added in a patch, but they ended up severely hindering navigation in an area that was already quite dark. There wasn't enough time to implement specific markers, so I had to rely on the hope that players would explore the location on their own. I plan to address this in the future. My initial idea was to use emergency lights to guide the player toward the generator, but because the unopened rooms were so dark, that concept didn't work as intended.

Thank you for the feedback—it’s very valuable.
Players might end up quitting the game at this point, even though things only get more interesting from there.

Submitted(+1)

Sadly i got stuck and didnt finish it. Here a vid maybe it will be better feedback than typing it xd . 

Developer

My deepest apologies for the wasp that flew by near the generator. I was laughing like a madman at that moment, because I realized I’d forgotten to include any consequences at all for a failure! XD

In any case, a HUGE thank you for the video! Now I can sit down and analyze the behavior of an average player. You can’t even imagine how valuable this video is to me. Huge thanks for spending a whole 45 minutes on the game. *~* You’re incredible.

The game was designed with the expectation that players would explore and use the crouch mechanic to pass through holes in walls; without doing so, the experience becomes extremely difficult, and you’ll end up completely out of ammo. That said, you played it exactly the right way. It is entirely my fault as a game designer that I failed to clearly explain the control mechanics or provide enough guidance to the player.

I’ll add an inscription in the labyrinth, alongside the patches: "ORB MASTER was here." Just as a way to say thanks :)
*He also apologizes for not killing you in the generator room.*

Submitted(+1)

Nice game entry! I noticed that the zombies would leave you walk freely as long as you don't use a flare at all. The game design is beautiful, which shows the developer's talent in this field. The controls were a bit janky sometimes, especially when you hold down 'Shift', but otherwise worked as expected. 

I don't remember any music playing during my playthrough! The game assets were easy on the eyes, and made the setting all that much believable.   

Developer

Ambient audio should definitely be playing during the game. It’s possible, though unlikely, that your browser failed to load or start it—it happens very rarely, but it’s the only explanation if all the other sounds were working.

Thanks for the feedback and for playing! It truly means a lot to me. I don’t think I have any particular talent; this is only the second game I’ve ever made! That said, I have a real passion for horror and a bit of an instinct for what’s scary. In any case, thanks for the kind words—you’ve got me feeling a little shy! -///-

Regarding sprinting: I’m a huge fan of extraction shooters, and I’m used to having the sprint function set to "hold to run." So, that’s just a personal preference of mine. Besides, I don’t necessarily consider clunky controls a drawback for a game! The early *Resident Evil* titles had plenty of awkward control elements, too :D. It would be great to have the option to rebind the controls, but I’m not proficient enough with the older version of Construct 2 to implement that. Love you, man !

Submitted(+1)

You really nailed the top down view! Having the screen light up with each gun shot was a really good idea!
I had a really hard time in the hallway where the power goes out with the monster but thats just a skill issue on my part haha. Really great job!

Developer(+1)

No, thats really okay. It’s not a question of skills ^_^
When the idea for the "corridor" first occurred to me, and I played through it for the first time, I felt a sense of excited apprehension. I just had a feeling that people might really like it!
On the other hand, the game gets quite challenging at this point. I suspect that many who have played it never even made it to the third segment—or, at the very least, to the boss fight.

Thanks for your emotions! 

Submitted (2 edits) (+1)

Very nice game and awesome concept! Ammo conservation was really a thing, and had to start over because I was too trigger happy from the start, even though I could've avoided most of the monsters roaming around.
I decided to shoot the sitting scientist from behind the pile of stuff, and the sfx got me pretty good!
Very well done and really good job!

Developer (1 edit) (+1)

Do not disturbed Mr. Oleg in work, he could be mad. Even if everyone around is dead alive and laboratory is evacuated :D

Thanks u for playing my game! This moment was conceived as a joke and an Easter egg, without any external references.
If it’s not too much trouble, could you let me know how far you managed to get in the game? I need this to understand whether players are running into any difficulties. As the developer, everything seems perfectly clear to me :D — I can reach the boss with 300 rounds of ammo and 10 flares! But, unfortunately, I can’t experience the game the way an average player does. I’d be grateful for any additional feedback! :3

Submitted(+1)

What a brilliant concept for a game! Light as your main resource. And having to use your gun to light the path! Very clever. It added to the horror too as I would wander into a dark room and fire my gun, only to see a flash of what was in there with me...

My only suggestion for improvement would be to add a tutorial for each of the controls and mechanics. Trying to remember all of the controls from the start screen was quite difficult. I understand this may have been due to time constraints but maybe you could add it in future. Overall, great entry, very well done Leksi :)

Developer (1 edit)

Thanks a lot for your playing! That's really important for me!
Yeah, My idea was to test this horror concept—especially since it could only be implemented in a top-down shooter.

What about tutorial.
On one hand, it really is missing. That’s precisely why an 'H' key was added in the patch, so you can always check the controls. :D
On the other hand, I never saw a tutorial in any Sega game. Back then, games were, in general, extremely unfriendly.

Perhaps as a compromise, one could have set things up in the starting room—showcasing all the gameplay elements with on-screen button prompts. It’s an open question, and an interesting one to ponder. In any case, thanks for the feedback. 
*monster hugs*

Submitted

I wish there were more flares to pickup, because I got to a point where I was just wandering around in the dark getting hit by stuff, and with how much of the controls were dedicated to the flares I thought they'd be more important. Other than that cool game though, I like the reload mechanics.

Developer(+1)

Yo! Thanks for your comments. You’re a truly brave person for having played such an unpolished version of the game. I’ve just released a patch; while it doesn’t change much in terms of gameplay, it improves the visuals, enhances stability, and fixes bugs. I’ve also added some Easter eggs. If you’re curious about what’s in the update, give it another playthrough! I’d be very grateful for your feedback.