Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Esoteric MirrorView game page

Stare into the mirror.
Submitted by globglobe — 7 hours, 38 minutes before the deadline
Add to collection

Play game

Esoteric Mirror's itch.io page

Results

CriteriaRankScore*Raw Score
Story#44.0914.091
Concept#54.3644.364
Audio#113.5453.545
Overall#123.6673.667
Theme#133.8183.818
Enjoyment#213.0913.091
Graphics#283.0913.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you use any optional theme? If so which one?

Didn't use an optional theme

What game engine did you use?
Godot

Did you have fun? :D
A lot!

Discord username
globehead#3697

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit)

aaaah now I get it. Thanks so much for explaining. I was able to get through 4 reflections and hope to come back for more soon. I see comments mentioning a boss fight and I am very intrigued.

Gonna echo everyone in saying that this is SUCH a creative gameplay method. The "maze" idea in and of itself is cool, but combining with narrative is absolutely impressive!

Also I'd like to commend you on the sound design, especially the soft error noise. You did an awesome job providing sounds that not only had variety but that were pleasant to the ear, matched the muted aesthetic and didn't get annoying even when heard multiple times (especially on the error sound for the last one). 

If you were to add music to your game (which, I think it could use it, the silence was a little off-putting, especially during long stretches of time using the notes), make sure to keep that gentle, muted aesthetic. I'd probably lean in the direction of something in the same key as the randomized notes, but in a much lower register. Soft piano or maybe like a slow solo cello. Not too much harmony because that would provide opportunities to clash with the sound design. So something simple, ambient and low. I think it would take the forlorn vibe to a whole new level!

Aside from that, couple other little things that I noticed:

- It would be nice if the squares in the notes still kept all 4 lines in tact even when selected (maybe like a white outline to show up on top of the black?) or like a dot in the middle or something. Something that would make it really quick and easy to count how many boxes are selected in a row.

- Perhaps a keyboard shortcut for opening the notes (something close to WASD like E) if you just wanna quickly check the map while moving through parts of the maze you already know.

- The guess and check for reaching a dead end and figuring out what went wrong by checking every direction on the known right path is a biiittt tedious. I don't really have a good solution for this though... maayybbee... every so often you can get like a hint power up which will highlight the stretch of map (like the squares going in the same direction) showing where the correct direction is? Idk xD

- based on my confusion in the first comment (hehe), gonna echo the others in saying a tutorial is a must.

Hope these notes help you! I can't wait to see what you do with this game, and what you create in the future! 

Keep up the amazing work!

-Sasha

Submitted

Very cool idea for a mechanic, not being able to see where I was moving as I was moving definitely gave me the feeling of being lost and unsure of where I was going or why I kept pushing. There were definitely points where it was too difficult, and having to switch between looking at the map and getting back to where I was felt a bit clunky. I liked the way the narration presented itself the further into the right path you went, though!

Submitted

i really love the concept of this game, and i think the gameplay is really interesting !

the gameplay is really tedious, though, and a little hard to really comprehend.  i think a tutorial would've been helpful. 

aside from that, everything is lovely. despite the difficulty, the gameplay does, in a lot of ways, help convey the feeling of the story. that feeling of being trapped, of being lost, and frustrated. i love the meaning behind everything, and i kept wanting to see the end of the story even when i got upset at not being able to figure out the mazes.

Submitted

I know I've given some pointers on this before, but I still want to vocalize how impressed I am with the creative marriage of gameplay and narrative.  The writing is both evocative and emotional without feeling pretentious or self-indulgent. 

Ultimately the few problems I have are nitpicks: some instructions to avoid confusion, a less punishing 'boss fight' (although I really like the variation here), and a clearer transition between levels. Also I am not sure if this was intentional, but Reflection 4 was completely void of text. I thought the game was unfinished, so I almost stopped here. 

Anyway, keep it up. Looking forward to your next experimental venture.

Submitted (1 edit)

The gameplay took me a little while to figure out. Since there wasn't much strategy I could apply, it felt a bit tedious and frustrating, especially in the Weaver level.

I really appreciated the story and connected with its themes. It was great to hear your perspective on the issues you explored. Thanks. :) Also, I like how your writing sounded very personal yet wasn't alienating at all. It made me think and reflect.

A small issue: I think there could've been a smoother transition when progressing to the next level to distinguish that event from dying.

Submitted

Oh, what a GOOD game this is!

The story is very nice - told with good pacing, leaving you to wonder as every scene unveils just a bit more info until the ending. And when you get to the end, the meaning of the mirror and the character's growth come together very nicely!

The visuals are nice too - clear font, well written dialogue and narration. The abstract background with its little bit of movement keeps it interesting as well.

The gameplay isn't bad either. It reflects the story, of being "lost in a mirror" and traversing an invisible maze. It can get a little bit frustrating (especially during the Weaver's scene, where touching any walls ends up getting you reset, even if you can escape for a little bit). Good thinking with adding the Notes page, which helps turning the blind walk into an exploration, and helps a lot in general!

And oh, the range of emotions. That corpse scene... spooky. It was just text, but it still got me tense for what was coming next.

Absolutely fantastic entry! I love it!

Developer

Thank you so much for playing! Glad that you enjoyed it 😄

Submitted

I like the aesthetic and sounds so far, but I'm really confused on gameplay. I can't seem to get past the "I can't believe I'm doing this" screen without exhausting all my hearts when one direction stops working.  

What exactly am I supposed to do? Do the notes offer a sort of hint? 

Let me know! I'd love to give this story a proper chance!


-Sasha

Developer

I definitely should have made a tutorial level lol

Sorta how the gameplay works is when you hit a wall you have to try another direction. If you click on the grid in the notes screen you map out where walls are n stuff so you don't have to memorize the path