Such a great atmosphere i wasnt sure if the creature could atack me or not untill the end so the feeling of something bad could happen every second was there until the end. I love horrorgames and this entry for te jam is easily one of the games that i am the most amazed of what is possible creating during so limited time.
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In Darkness I See's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetic Flair (Graphics & Sound Presentation) | #6 | 4.517 | 4.517 |
Overall | #8 | 4.147 | 4.147 |
Immersion (Gameplay & Storytelling Engagement) | #11 | 4.138 | 4.138 |
Relevance (Creative Expression of Theme) | #13 | 4.172 | 4.172 |
Technical Excellence (Design & Engineering) | #28 | 3.759 | 3.759 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Made by One or Two People
All Original Content
Comments
So great to see horror game. It gave me chills few times, and overall I must say that the atmosphere is really great!
I ain't no horror guy, but this wasn't too bad. I really like the atmosphere, however I could not for the life of me find the third key. Also I feel like it gets less spooky as you progress and turn on the lights, while it should probably be the opposite.
I’m not a big fan of horror games, but I love this retro 3d look and overall atmosphere
Wow, I hate horrors :D I'm always so scared. Very well done, I had to put off my headphones after a while, the atmosphere is so damn good. I would suggest making the movement more snappy, it did not feel right. I really liked how the monster popped for a second after I picked up on of the keys.
love the feel and atmosphere , all comes together nicely. very smart design with the lamps, clever way to get the player to move through the environment.
Super creepy! I hated that you made me walk towards the creepy ghost. lol great job!
Wow! what a nice game... you really need to put a plot in it and continue after this Jam..Good Work!
Oh my god the atmosphere is so cool, the sound design is so nice. Awesome jam ! And you can't run *cryy* Good job !
Fantastic presentation. You guys really nailed the atmosphere for a horror game!
Got the goosebumps for a second, good game. I had trouble finding one key until I noticed you can open drawers. Just got me more tense. Great Game bro.
O-M-G that was scary. Art, lighting and sound design were just perfect for this type of game. Took a while to figure out that the cupboards could be interacted with but I thoroughly enjoyed playing this.
Bravissimi!
Very creepy and atmospheric. The sound design was very good.
I struggled to find one of the keys because I didn't realize you could open the drawers at first. Other than that, it was a very cool experience.
I think that maybe there could be some sort of subtle way of teaching the player they can interact with the drawers.
Ignoring the object interaction silhouettes for a moment (which in all honesty, I may have just missed for the drawers on my first play through), I felt as though it was made apparent to me that you could interact with the lights and radios through the events of them turning on/off on their own which led me to investigate them. For example here are a couple of experiences I had while playing:
- The radio begins giving off white noise, I think "that's a creepy noise" approach the radio to investigate it. At that point I start trying to interact with the radio and learn you can turn them on and off. The fact that it changes states gives me an indication that I might be able to do something with it.
- I grab the key in the rightmost hallway and when I turn around, all the lights all turn off. I think "Wait, the lights can go out? It's really dark and spooky now, I want the light back!" It's here I realize the lights can be toggled on and off as I try to interact with lamp next to me that just turned off. As with the radio, the fact that something about the lights change, gives me incentive to examine them further.
Perhaps if you had some event where some drawers opened on their own, it would call attention to the player that they can be opened and prompt the player to look in the drawers as well without directly telling them to look in drawers.
The atmosphere was great, right from the beginning. I was genuinely creeped out the first time I saw the girl. Great job on the audio as well. I did struggle a bit with just how slow the character was, especially while struggling to find the last key. I think a tiny bump in speed would be more fun for the player. Overall amazing job though!
Very atmospheric walking simulator. I'm a sucker for the low-poly so I appreciate it. It seems though that the texture resolution is different on different things in the scene (the walls vs the door), but this may be a stylistic choice to accentuate the door. I was very impressed with your use of pipe hissing type sounds. The sound track really does capture the spoopy-core aesthetic. Though, I think the game could have done with more with some principles of animation type things: some fade in, fade out, lerps (the ending cutscene return to the title scene felt abrupt to me, but I think that's how you want it to be). A small sticking point was that I really disliked how the player movement accelerated - decelerated, but different strokes for different folks.
Thanks! I'm still learning how to nail the low poly horror aesthetic and I'm pretty bad at drawing so your assumption that the choices you pointed out were deliberate is flattering but far from the truth :P I also rushed the end and other parts because I was tired and running out of time. Thanks for pointing out the issues! Indeed I still have to work on the player movement. Other than the return to the title screen, what do you think lacked proper fading or lerping?
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