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Call of Darkness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #97 | 2.693 | 2.867 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Infinity/The Endless - player locked in infinite cycle of life and death. On death you revive near magic stone.
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Comments
Overall, the game is well made. It's nice that the checkpoints are carefully set up. The lantern system is interesting, although I haven't had much opportunity to turn it off because it is easier to take down enemies and traps are also invisible.
Though simple and short, I enjoyed this game.
Odd, that there was good enough tutorial, but it never mentioned reload, even though you are out of ammo at start. I guess it was planned, but jam-time panic missed that one!
Good movement, good shooting with reload. I though of killing all the zombies at first in last room, but then decided just to run and completed game that way. Last room was a good possibility to teach player why hiding lamp is good. Something like that scary at start (with a tip to hide the lamp) could do the trick!
Overal solid entry!
Good movement, good atmosphere, the gun worked better than the one in my submission, hah. I didn't actually feel like hiding my lamp did anything except make navigation harder for me, so I had it on at all times and just shot the zombies whenever I found them.
Short and enjoyable experience, appreciated the checkpoints since I died a couple of times.
This was short, but sweet! The mechanics are solid, the visuals are kinda retro which is neat, and the sound effects were good.
I do agree every other comment here though about explaining the controls. Specifically regarding the checkpoints, which I really appreciate you adding, but it's never explained what they are and how to use them. I also don't recall it ever being said how to reload the revolver, I just followed my FPS instincts and pressed R.
I like the semi-stealth system with the lantern, though I think I did get spotted despite not having the lantern out. I'm guessing it just reduces enemy vision distance by half or something. It would be cool if it could've been expanded upon to have the player be illuminated by the environment so you'd have to quickly move through some areas when an enemy isn't around.
The combat was solid, if basic. The hit feedback on the zombies felt obvious which is good, though I felt like the damage might have been random sometimes? The first zombies I was able to kill in 2 hits, then I shot another zombie from a little further away and it took 4 shots, and yet another fairly close up took 3. Does the damage output scale based on distance?
Aside from that, I liked how the pressure plate traps gave you a second or two before activating with a clear audio cue. Allowed some room for error, but only if you pay attention and move quickly.
Regarding the length, I personally prefer this be only a few minutes with unique scenarios in each level, rather than be 40 minutes long but become tedious.
Overall this was nice, good work!
What is here is fairly solid - the first level(s) are a decent tutorial, the art is nice, and the level design is fairly solid (I see that Door to Before!) It could definitely do with a couple more levels though, and a minimal tutorial for the checkpoints might be nice (alternatively, you could remove the need to interact with them at all and just have the player come back at the nearest one to where they died.)
Here's a video of my full playthrough:
"You have escaped", that came fast. But cool, that you have checkpoints, as Windows f***ed me over with a dialog, because it did not like me constantly pressing shift. Well made entry, movement works fine and the fighting feels good enough. Graphics are nice and the sound effects and music fit the mood well.
Pro-gamer hint: the red crystals are checkpoints - make sure you press [F] to interact with them!
I liked the retro graphics and simple art style, exploration was fun and the first trap got me good. The death sound effect was pretty funny and restarting was quick which kept me playing until the end (once I figured out the red crystals were the checkpoints!).
A bit too short. I would have loved to see more levels, perhaps with a way to use the traps against the zombies, but appreciate the time pressure. I felt that [V] and [Y] were quite random keys to use for the lantern and medkits. I also found a bug where my position kept resetting in the room at the end with all the zombies.
Overall a fun little game!
Very short game but funny anyway.
I really liked the atmosphere in the game and the music. Movement was ok, could be faster. I ended up in between two tiles in the end, think I was hit by a monster and moved at the same time, so was halfway into the wall. The game has a good eerie feeling and the objects you pick up look great and makes sense. With faster movement the last room would feel more balanced, now you aren't really able to move away from the enemies.
Good Submission!
Nice entry.
It's a bit short but pretty good.
One trap got me, and I'm dead so badly XD.
Really cool atmosphere and coherent art style.
Good Job!
The game is short but what's there is pretty good. Controls feel good, art style is coherent, there are a couple of good traps and the levels are different. I bruteforced my way through the exit but the lantern thing is a fun mechanics and I'm sure it would have spared me some medkits had I made full use of it.
Very cool entry, thanks for sharing.
Love the concept! I like the overall atmosphere of the game. Hiding the lantern made it hard to see traps (Might just be my screen brightness issue). Love the level design as well!
Hi, thanks for the feedback:)
Due to time limit had to cut some features so hiding the lantern is
totaly uselesskind of leftovers.Just finished playing this, only took three deaths!
I would personally switch the buttons for turn and strafe, but I didn't have any other issues with the controls.
I did find one minor bug, I think when you and a zombie can move into the same space somehow, and they keep trying to attack, which doesn't work. You can still move out of it so that's fine.