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A jam submission

Haunted mansionView game page

Gamejam
Submitted by SAW3, h0ka — 12 hours, 34 minutes before the deadline
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Haunted mansion's itch.io page

Link to gameplay video
https://www.youtube.com/watch?v=kJwd1WL_HIs

Team
Game Design: Dmitry Yakut, Ihor Korovanenko, Oleksandra Kochkina,Marko Prijic ( All are from TU984/1)
Programming: Ihor Korovanenko
Level Design: Dmitry Yakut
2D Art: Oleksandra Kochkina, Marko Prijic
Sounds: Dmitry Yakut
Music: Darius-Stefan Aniculaesei / TU856

Tools and Resources
Game engine – Godot.
Pixel art – ProCreate, Photoshop, Aseprite.
Sounds - https://elements.envato.com/

Estimated work hours
Around 160

License
CC BY-NC-SA 4.0 license

Short description of the game
In the game "Haunted Mansion," you jump around an old house in a 2D world. You need to hop over things floating in the air inside the house. To do well, you have to do moves like jumping off walls and dashing. You only get 30 seconds to finish each level, but you can find clocks in the game to add 5 more seconds. Your main goal is to collect a teddy bear and to get the highest time left.

Theme
As a base idea of missing, we chose "missing time". The player loses their precious lifetime in seconds, making the game a speedrun.
As additional content for the theme "missing", the plot is based on the ghost who lost her teddy bear.

Development Process
Our development process kicked off with an extensive brainstorming session on the first day to nail down the main idea, setting, and basic mechanics of our game. Two team members took charge of creating assets throughout the entire week, while the other two focused on working with the game engine and brainstorming level ideas. After putting together a gameplay video, all four team members collaborated on drawing various assets for the game.

Our team comprised two members from Ukraine, one from Russia, and one from Serbia. Since we all attended the same university and were part of the same course, managing our time wasn't an issue as we consistently worked together in the same room, discussing every step of the game development process. Language wasn't a barrier either, as we all communicated in English.

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