Thank you for playing and for the feedback. I probably could have made the goal clearer. The goal is sort of to NOT beat it in a minute. Sure, you can go directly to the cabin, but that doesn't get you the best score. Lasting longer in the forest to collect more items before the werewolf kills you is the goal. The more distance you put between you and the werewolf, the more you can collect before hedging your bets and running to the cabin. But yeah, only had a week. Hehe
Savage Code
Creator of
Recent community posts
Random Item placement during each replay of the game.
Retro 90s PS1 style
X Box Controller Compatible
Keyboard and mouse:
- Movement: WASD
- Look: Mouse
- Sprint: Shift
- Jump: Space
- Menu Button Submit: Enter
During what was supposed to be a routine house cleansing, Nightskin uncovered a long-dormant secret ; and it happened on a full moon. Now, the chase is on! Make your way through the woods to reach your cabin before the werewolf you just angered catches you. Along the way, you'll find nocturnal flowers that can provide you with boosts to your movement speed or help repel the werewolf. The more distance you can put between yourself and the werewolf, the more of these items you can collect, which will contribute to your final score. Gather as many as you can before heading to the cabin and evading capture by the werewolf.
It is a game jam game, not a full gaming experience. Yes, it is a simple game of hot and cold. The theme is "You should not be here", your character is cleansing a house of items that aren't supposed to be there and yes.. at the end the ancestor skull wants more power. If the game were to continue there would be other houses and environments etc. But it is a game jam submission, not a full horror experience.
Progress Video:
A LOT of progress have been made over the past few days. There is still a lot to polish up. But some major bugs have been eradicated, some welcomed additions made, audio progress. It is all coming together.
I want to expand the options so you can change the volume of music, dialogue, and sound effects independently. I want to explore some other pathing methods to get more interesting enemy flight patterns, point values or dps values on ships (dps depends on if I implement weapon strength multipliers), more voice stuff like alerting when you hit the forcefield and a warning when the forcefield timer is about to run out, and achievements.
Not to mention the art. The levels have an aura but that's bout it. Thinking I may want to export my blender ship models to sprite sheets.
Release an alpha update
known issues:
* autoshoot when getting new guns still happens for some reason
* audio levels are not consistent
*enemies do not "die" when they hit the forcefield but they do not cause damage either
* sometimes the score does not full reset on replay
* when you die the pause is really short so you end up hitting "replay" but even noticing you are dead. LOL
Enjoy the play test.
Considering changing the movement but we shall see.
It really has been 2 years since I put this project down. A lot was happening in my real life and priorities had to shuffle.
But... things have calmed down recently. The events were mostly positive with a dash of negative tossed in for some razzle dazzle.
But as of today, I am picking this project up again. A lot is left to do. The art is a disaster and is meant as placeholder while I get the systems fleshed out. I have learned a lot in the past few months and will be looking at a rewrite of this project to bring it up to coding standards. This is not the longest game in history and is going to get finished.




