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A jam submission

Take Me ThereView game page

Don't let them take you there...
Submitted by AshCubed (@AshJugdav), SaibaShadow — 33 minutes, 32 seconds before the deadline
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Take Me There's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#33.6833.833
Gameplay#43.3633.500
Visuals#63.8434.000
Audio#73.3633.500
Overall#83.5633.708

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

The aesthetic to your game was so well executed and charming. I could see you paid a lot of attention to your art, character designs and dialogue, all of which I loved! The distortion of the screen as my sanity went down was a nice touch and was a good and quick visual indication of how badly I was doing XD. I found the checkpoint system was very helpful. I do feel you should have added a quick “How to Play” at the start since it did take me some time to figure out how to use the gun. But otherwise well done! It was a fun play :D

Submitted(+1)

I really like the visual style of the game especially with how losing sanity makes it really hard to see. however, i didn't really find a need for the gun so im not sure how it was balanced to avoid the penalty of looking at the monsters in order to aim at them. 

I liked all the different creatures and their placement, they kind of acted as landmarks for when i was getting lost, but it was still confusing to move around the first few times i played. 

The restart from checkpoint is a really nice quality of life feature too.

I also like the old school shooter feel because of the rotating sprites.

Keagan Bowler

Submitted(+1)

The visuals and the way the game played made it feel nostalgic but also unique in its execution. I'm terrible with direction, so.....  completing the game took longer than I feel comfortable sharing  (>_<).

 I didn't feel the need for the gun since dying wasn't very punishing, maybe the player could lose a random item on death?

PS

I'm more of a dog person so I didn't feel too sorry for the tormented felines. :p

Simon Baumann (TwinHydro)

(+1)

Congrats on making it to the end. I'm also quite in love with how you guys have set up the aesthetic and visuals of your game. The visual distorting as your sanity gets lower was an excellent touch. Also there is a charm that you get from everything being cardboard like cut outs. Reminds me of the bendy's ink machine game that got really popular on itch a while back.

In terms of game play I think the core interactions are solid. I think a good thing to always play with in location type games is establishing landmarks or pathways that establish a pattern of traversing the land so that players feel some reward in figuring out how to navigate. The gun and how its used feels a bit underpowered to me. I get that it stuns enemies but the enemies themselves move quite slowly and are already threatening by looking at them. Also as much as the game is about not looking I think you could experiment with different states of looking at enemies. Maybe distance and how much of the monster is in your centre view becomes a thing.

Otherwise this was really cool so well done again!

(+1)

This game grasped the theme of don't look as you would die or lose health if you started at the enemy, the game had a very good concept and I liked  the level design, the only issue I had was that when I pressed E, the game would freeze so I would have to keep pressing escape to go to the main menu and then go back into the game, I am not sure if this part of the game or if it is a bug, oh and really liked the fact you could adjust the games resolution and quality.

Overall is was a pleasure to play.

Really great game loved the art assets and atmosphere, the dialogue and ambiance was really cool and creepy. My only complaint would be looking on the enemies seems to be inconsistent as i would lose health without them being in my sight. But otherwise it was amazing and would love to see more of the game.

Submitted(+1)

Had a really great time, really reminded me of the old Slenderman game and Sir You're Being Hunted! The worsening of the screen as the sanity goes down is really effective and I actually got quite scared of those biblical angels. I had a lot of fun playing through this, especially all the extra NPC's that gave little bits of extra info, they really built the world. As others have said, the dialogue is a bit delayed and changing the button from E to ENTER hurts the intuitiveness a bit.

Definitely my favorite of the jam so far.

Submitted(+1)

Love the look of the game world, especially the 2D objects in a 3D space, it always looks great. The gameplay was cool, just found there were times where it was very hard to avoid looking at the creatures that drop your sanity.

Love the dialogue interactions, although with a delay on the dialogue changing after you push 'ENTER', it made me think my input was not registered, so I clicked it multiple times and with that I skipped over some dialogue by mistake.

Submitted(+1)

Ohoho I had fun with this one. Initially there was a bit of confusion, and buggery here and there, but once I got the hang of the game and understood its mechanics, I was able to properly traverse the environment. 

Really beautiful, almost Victorian/steampunk aesthetic you have got going here. And the insanity monsters are utterly horrifying, I love them! Really cool sound design, and the entire experience had me squealing in anxiety and fear, well done! 

Only critique I have is that some of the mechanics take a little time to understand and properly make use of? Such as the looking mechanic of the monsters. As even after completing the game, I can only surmise that you should not... face towards the monsters at all? That you should always keep them completely out of your screen?  So perhaps a How to Play of some sort may be helpful. Though the talking bird statue was very nice, thank you :)

Submitted(+1)

I have say I really loved the whole 2D billboard as like game tokens, that was a really fun take on it and looked great. Otherwise the game was nice and straight forward, looked nice and the dialogue was funny. Figured out the gun on my second playthrough, some introduction to it would have been nice but it wasn't that necessary. Overall just a nice short game. (Jack Rathbone)

Submitted(+1)

This reminds me of the backrooms creepy pasta! Check it out if you haven't heard of it, it's pretty similar in terms of themes. You executed atmosphere and horror very well, with the static overlay and sound effects. Character design is sick! The E to talk wasn't working in places, and I did feel that the text boxes could have been better placed. I didnt find a function for the gun, unless it actually killed the enemies but it didn't seem to on my end.

Overall I felt determined to finish the game and collect the items! well done :) (Michaela Bussey, Four Old Men)

Developer(+1)

Thank you for the feedback, the gun is a stun effect to make some rooms a bit easier to traverse or to allow the player to look at enemies in a more tactical way, I think we probably would need to make that element more readable, or maybe implement an actual tutorial. But thank you for taking the time to review the game.

Submitted (1 edit) (+1)

Interesting game in terms of mechanics and i do appreciate a horror game now and then, this one reminded me of slender man and the 8 pages. But i do feel a little conflicted in terms of mechanics as I found the checkpoint mechanic to be a little evasive of the challenge at hand, It made the challenge of the enemies dropping your sanity bar redundant as I could simply drop my sanity meter "die" and restart with all the items I had found already. But otherwise i thought the enemies were nicely placed behind certain doors for a little jump scare moment ahahaha :) (CYPHER GROUP -Joshua Groombridge)

Developer

Thank you for the feedback, we executed the checkpoint mechanic based more off of the fact that in a competition setting judges do have a finite time to actually judge the game, but I see where you are coming from, I think if we were to continue with this outside of a Jam a check point system may be part of a specific room's mechanic.