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A jam submission

Dark FacilityView game page

Avoid the monster, reactivate the elevator and escape the facility
Submitted by machinescreen
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Dark Facility's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#412.7873.071

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
This game is my attempt to combine a grid-based dungeon crawler with survival horror, in particular stalker horror-style games. You are vulnerable, the monster can't be killed etc.

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Comments

Interesting world! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.

Submitted(+1)

This turned out much better than I thought, the environment and atmosphere are good. The monster around the level was good, it was nice having footsteps when it was close but it was easy to avoid for most part. Took little time to work out what to do but that was fine. The walk is far too slow, I think it should be a bit quicker , as it was off putting at first.

In the end I ended up liking this game quite a bit, it was fun to play and good with the horror side, it was nice seeing something different from the jam as this type of horror is rare. Overall great work with the game.

Submitted(+1)

I escaped! Not a terrible little horror entry. I actually forgot there was a map (oops) but I still managed to get away. The footsteps for the monster were done well to indicate where/how close it was, so that was a nice touch. The movement was a bit slow, but I think it was intentional with the sprint option to allow for some intense chase moments (which I had!).

It was a little confusing on what you actually had to do, I know it was to turn on power and escape via the elevator but I think I sort of lucked out bumbling into rooms, finding a key and subsequently finding the room for that key to turn some stuff off. If I had gone a different route I probably would have gotten stuck and confused about what was needed.

Gameplay below

Developer

Thanks for playing and for the video.

Playing on hard-mode without using the map! Yeah, the normal movement speed has been increased a bit in the post-jam version as it wasn't initially intended to be quite that slow.

You're not the first to mention that it's not super clear what needs doing, I'm currently mulling over what can be done about that without it being too spoonfed.

Submitted(+1)

I survived!

Although I’ve forgot to use the sprint (silly me) I enjoyed it even without it. I don’t know if that does actually make game easier with a sprint or not, but it’s totally doable without one.

I liked the atmosphere, unsettling music, slow movement, grain filter, low visibility range, that all added up to the feeling of some threat nearby. Sound cue was nice, but essentially with a map it wasn’t that mandatory.

I think it would be useful to have some kind of “todo list” or something to keep track of what you need to do to escape as on my first attempt I didn’t know that I need to have an elevator card as well and died because of that.

I’ve enjoyed this nice horror/thriller experience, here’s my play-through:

Developer

Thanks for playing and for the video! It was especially useful to hear your thought process throughout so thanks for including that.

It's good to know it can be completed without using sprint. Really the sprint is intended to be used to escape the monster if it sees you (you can sprint slightly quicker than the monster can run) so it's not essential if you can successfully avoid the monster. I don't know whether sprinting makes the game easier per-se but you can probably play less carefully if using it and, of course, if you use it outside of encounters it generally speeds up the game as you're able to explore quicker.

I'll have a think about the to-do list but my initial instinct is that will make it too frictionless and might decrease the tension. It was the intention that you don't know much until you explore and part of me quite likes that it's possible to think you can escape but you can't. On the other hand I can see how it could be frustrating. I guess if players always went to the elevator first it's alleviated because it tells you it needs power and a keycard. However I'm unsure how to encourage that to happen.

Submitted(+1)

I liked this one quite a lot! The environment, the grain, the monster, the 3D spatial sounds. It really had me toggling the map every other step. But in a good way. And getting really stressed when I forgot I couldn’t walk while it was up.

I did get quite confused with the use of blue key card for the red door though. And that did break the tension a bit.

Even though I liked the slow transition speed, the turning felt wrong in how slow it was. And something with the timing had be turn too many times and such that if it had cost me my run would have felt like the game’s fault.

I also think pacing wise, it started out great, but I think it got easier once the barrier was lowered, which would have been fine it was just for a short moment, until it got really scary as you try to get back to the elevator. That I could just run straight for it feels wrong.

But it was a really good game. I’m not complaining, I just wish it had kept me more or edge and had me a bit more scared.

Playthrough: https://youtu.be/G3FB6p_-GYY

Developer (1 edit)

Thanks for playing and for the video!

Ah, I actually hadn't thought about the fact someone might assume the keycards were colour coded - it would definitely make more sense if they were red! I can sort that in the post-jam version.

Yeah, I've sped up the turning in the post-jam version. With regards to accidentally turning too many times, I'm unsure why that be. Holding the key doesn't work with turning so pressing once and holding will only ever turn you 90 degrees. The only thing I can think is that it's to do with the fact that it queues up (a maximum of two) inputs so you're able to tap a turn key twice and do a continuous 180 degree turn. The queue system also means once a turn is initiated you can queue up another. So, for example, I guess it's possible to quickly tap twice and initiate a 180 degree turn (either by accident or design), part way through that turn think you need to tap again to continue the turn and then you would have turned a total of 270 degrees.

I think you're right that the pacing can suffer once the shutter is open. Opening it has the unfortunate effect of suddenly almost doubling the size of the level and so naturally the monster is less likely to be on top of you as much. A lot of horror games are heavily scripted but that doesn't happen here so, while it has the advantage of the monster being more unpredictable, it's perfectly possible to have a very quiet sprint to the elevator. There is some stuff I could tweak though with the monster to at least encourage it to keep the pressure up more towards the end.

Submitted

Maybe the double turn was an effect of it being so slow that I double pressed the button, without noticing it myself, in panic. Could be it goes away with a bit more snappier turns.

Developer

Yeah, hopefully! Thanks for your insight.

Submitted(+1)

I love the look and feel of the game.  (Metal walkways above a darknened drop is my jam.)  And I appreciate how the item locations are somewhat randomized so you can't just make a B-line for them on death.

My main issue; I'm not sure the sprinting mechanics are well integrated.  When you actually need to use them to run away, the bigger issue is whether you need to strafe to avoid supports, like when you go down the central hallway for the elevator (which I like as a design choice).

Not strafing in time is what gets you caught, not whether you can sprint, since you can actually match or outpace the monster at your normal speed.  (I also tried tapping sprint to space out small bursts.  Not sure if that was actually effective.)

And because you can't move when using the map, and you can run backwards to sideways, the only effective way to know you're clear of the monster is to look at where it's going on the map, and just plan ahead.

So I only used sprinting as a faster way to get around, and it was annoying when I had to go back to regular walking speed.

I still enjoyed it all the same though.

Developer (2 edits) (+1)

Thanks for playing and for the video! Always super useful to watch people playing. I hope the lack of audio isn't a problem on my end.

Yeah, so, whether conciously or not, running away has definitely not been designed with strafing in mind. Whenever I'm playing the game and need to run away I never strafe, I always rotate. Rotating does also make you vulnerable but I've just run the numbers now and it is indeed slightly quicker to rotate twice and sprint between the rotations than to strafe. The difference is increased when you take into account how the monster moves as he can start moving to a tile as soon as you've started to move off it. So when you start strafing the tile you're leaving is immediately available for the monster to occupy and he could be much closer to you.

I definitely think I should try and make rotating and strafing around obstacles equally viable in the post-jam version. The normal speed has already been increased in the post-jam version which has probably closed the gap a bit. To fully close it maybe it's as simple as allowing sprinting to slightly increase the strafe speed.

I actually thought I'd fixed the monster not being able to kill you if you just keep going at the normal speed but it looks like there are still circumstances where it struggles in this build. This is definitely (hopefully!) fixed in the post-jam version, mostly by speeding up his attacks.

It make sense to me that tapping sprint would increase your average speed but I also don't know how effective that is as a strategy.

Submitted(+1)

A very tense game where slow movement ACTUALLY makes sense. Running from the creature felt satisfying and managing the stamina meter felt meaningful. For a short jam experience, I was not bothered by the movement speed, but it could get tedious if the game were longer. 

The map was really helpful, but perhaps you could add to the tension of the game by removing the red dot that shows where the creature is and just leave your own dot to help with orientation. Other than that, this was very well crafted for the purpose of this jam.

Developer

Thanks for playing! Yeah, I'm torn about the creature's location being on the map. I like the planning element it introduces - 'the creature's over near that room so I'll explore this other one first' or 'it's coming this way, I need to find an escape route' but it does decrease the tension somewhat and is probably less horror-y.

Submitted(+1)

Honestly, the combination of limited movement and viewing angles really added to the tension and horror of the game. This was quite well made.

Developer

Thanks for playing!

Submitted(+1)

Nice exploration game.

Would be nice to be able to maximize the window.

The regain time for sprinting is a bit to long imo. I rather have the enemies move faster.

Nice entry!

Developer

Thanks for playing! Yeah, sorry about the lack of window controls - it was always intended as a web game and in the last minute conversion to a download I forgot some stuff.

Submitted(+1)

What a fun game! I normally would hate the controls being this slow but this game made it work. I was constantly looking at the map to make sure I wasn’t going to die and had a few close calls!

Thank you so much for sharing this! If you would like to rewatch my playthrough, you can find it here: https://youtu.be/hHr9D2aedfs?si=IsqcuyRWiyzMFWMt&t=3900

Developer

Thanks again for playing!

Submitted(+1)

“The elevator rises to the surface, you have survived”

What a fun game. Like CryptRat, I found the slow movement frustrating. Being able to sprint helps of course, but I think the sprint should be a lot slower and the base movement a lot faster. I also feel perfect slide with no bob or sound effect made everything feel more stiff.

I also wish the areas had more visual variety, as I found I could only tell my way around using the map – but maybe that’s the point?

I do understand the game design reason for giving the player personal protection device, but it did somewhat make the monster less scary than he otherwise would be.

Overall, I enjoyed myself, as the difficulty and length were perfect for a jam game – thank you for a fun submission!

Developer

Thanks for playing! Interesting that you think the sprint could be slower. Unfortunately I can't immediately think of a way to increase the walk speed but decrease the sprint speed because of how it all mechanically works together. The player needs to be able to sprint a bit faster than the monster can run so you're able to get away, the monster in turn needs to be able to run significantly quicker than the player can walk so that he's able to easily kill you if you've run out of stamina. Head bob and player footsteps were on the list for the last day but alas I didn't have time.

With regards to visual variety yes and no. I like the fact it can have a labyrinthine 'all these corridors look the same' feel but it's probably not great if players need to entirely rely on the map for navigation. I did originally plan to include some props to break up the environment a bit (again I ran out of time) and I guess they might have helped with locating yourself.

Yeah, I did consider having an instant game over the first time the monster catches you but I figured that it might be super frustrating, especially if you were near completion. So I included the personal protection device as a one-time 'have another chance' mechanic. It's not mentioned before it happens so I figured it shouldn't reduce the tension a player would feel (at least on their first playthrough of course).

Submitted(+1)

I have survived.

My only complaint would be that the base speed is frustratingly slow, even for an atmospheric horror game.

Otherwise the game is fun, it's definitely atmospheric, looks good, movement feels good apart for the speed and I thought the length and difficulty were appropriate, it's very cool that the placement of the keycards is randomized.

Developer(+1)

Thanks for playing! Yeah, the base speed was originally a third faster than what it is now. However near the end of development I realised there was an issue where if you just kept moving at the base speed the monster would have great difficulty in attacking you (due to it pausing to run its attack animation). I tried various things to fix it but decided that the thing that had the potential for least repercussions elsewhere (especially as I was running out of time!) was the player's movement speed. Given more time there is probably a better of way of fixing this which would allow for a faster base speed and I'll definitely see if I can do something for a post jam update.

Submitted(+1)

That makes sense!