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How does your game interpret and use the Theme / Halloween?
Horror game, Puzzle horror, Monster only comes out at night!
Game Engine?
Godot
Graphics & Audio: What did you create or use?
Homemade Graphics/Art (e.g. models and/or textures)
Homemade Audio (e.g. music and/or sound effects)
Assets (e.g. free or purchased assets used in the game)
Have you participated in a game jam before this one?
Yes
Roughly how much time did you spend developing? (in hours)
atleast over 40
Anything else you'd like to share about your game or development process?
Tiring, fun
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Comments
I tried the opening tutorial and appreciated the blue beacon and distance hints! I struggled a little to spot the flashlight in the darkness, so a brighter outline around pickup items might help. If you get a chance, weโd love your honest thoughts on A Borrowed Shadow too. Good luck with the jam!
Exploring the Aegis lab at dusk felt tense, with the objective to find a light and a clock ticking from 7:00 PM while the warning said it only comes out at night. Walking the dark corridors with a battery and keycard inventory gave a clear goal. My constructive note is that the lab was very dark at the start, so a slightly brighter starting light would help players find their bearings.
I see alot of people saying that, I mean ive played this over 50 times so i know where everything is so I should've considered new players opinions too
Game was pretty dark and batteries lasted short time. My gameplay was almost full of wondering around in darkness with help of minimap. Puzzles were balanced. I think this will become great game when polishing it. in browser my mouse did no work all the time. But great game, keep on rocking
Thanks for your feedback! And you are right I will be working on this post jam too. I have alot of content ideas in mind
What I Liked
- The visuals are amazing! It's always nice to see 3D games, knowing that they are a lot harder to make than 2D games
- The ambience really got me! It was very scary at some points, especially when your flashlight dies
- The jumpscare was perfectly timed, I heard some steps, and I was like "UH WHA WAS THAT- " and then BOOM, I died, genuenly made me jump out of my seat a bit.
What I Disliked
- The optimization and overall performance of the game could use some work. I get that it's a 3D game and they normally use more power to run, but it took 15 MINUTES to load. Also, I couldn't get too far, because whenever I turn on my flashlight, there's a 50/50 chance my game crashes.
- Some mesh glitches: If you look at a wall from decently far away, you would see some Z-Fighting. I don't know if this was on purpose; I would send a photo, but my game kinda crashed, as I said above.
- The Difficulty was a little too steep; I couldn't do anything past the tutorial, and even that I couldn't finish (because my game kept crashing). It's impossible to tell where the monster is and how to get around him.
Overall, I love this game; I can tell there was genuine effort put into it. Some optimization updates and balancing changes could go a long way!
I tried my best to optimize as much as possible but due to the small time window I couldn't make it run good.
The mesh glitches are mostly only in the web build, I dont really know whats causing them but if you liked the game I also posted a windows version of it that you can install
Easy mode is also very possible using the multiple checkpoints!
Thanks for your feedback
I only cleared the tutorial, so read this as a first-ten-minutes note. The guided tutorial with no monsters is the most generous thing on this page, and the '[2 m - to your RIGHT]' readout next to the beacon step is the detail I would steal: distance plus direction means I never had to guess where to look. The problem is the same first minutes are pitch black. Text carried the entire opening and I could not tell whether the lab around me existed. One weak fill light, or the flashlight already in hand, would buy the room back. Small thing: the objective says 'find a light' and the tutorial says 'take the flashlight', two words for one errand, and for a second I hunted for a second object.
I didn't want to like keep beginners in the dark, like the tutorial was there to help people learn the puzzles and mechanics and know where everything is! Thanks for your feedback
Ambitious entry!
Firstly- I didn't finish the game. I liked it, especially the puzzles (and that they are generated each time!), but in the end I got tired by being caught by the monsters every minute or so. Don't get me wrong- the monsters were cool and imaginative (I liked how each of them had a gimmick), but they were a bit too intense. And I'm pretty sure one of them could get you through the walls :)
The sound was really good! Given that the monsters use the sound to announce themselves (and in one case to track you) that's a really good thing!
The graphics... hmmm... a bit of mixed feelings here. The models are pretty simplistic (lots of stuff is just a glowing box), but... I guess you make it work. With limited light and (again) cool monster design it sorta all works together. Truth be told, the game could use a bit more of graphical fidelity. I'd look for an artist willing to cooperate (and like, a human artist, GPT has no style :))
Atmosphere is proper spooky, and the jumpscares made me... jump :)
Over all- a good game that needs a bit of difficulty balancing, and some graphical polish. Keep it up!
Thats why I added tutorial mode, It just needs practice, even in my first couple of runs I died alot too, in easy mode theres even checkpoints! Thanks for your feedback
Also the graphics are... not the best because i had to make all the models, program all of it and like even some sounds i made it myself (mostly my teammate did the sounds tho) and i spent around 50 hours alone making this It wouldve helped alot if i had a 3d artist
Awesome entry! Lots of content for the timeframe and cool puzzles! Also smart punishment for trying to bruteforce the first code :D
Well done!