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Village of Shadows's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment (Best Game) | #18 | 3.286 | 3.286 |
Sound Design | #18 | 3.143 | 3.143 |
Aesthetics | #22 | 3.714 | 3.714 |
Horror | #47 | 2.643 | 2.643 |
Story | #99 | 1.571 | 1.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice atmosphere and interesting idea with photo camera!
In my opinion, will be better if we also have an instrument to make instant distance with monsters ('dash').
Also movement is so neat!
I had to try a few times to actually make it past the first round. But I did manage to get up to round 2. I think the game is a bit difficult but the actual mechanic of flashing is really cool.
I think this game could be really cool right now, I think the biggest issues for me were the visibility of the enemies and the pickup collider for the ammo box. I would go to the ammo on the minimap and try looking for it but sometimes it was difficult to find or I just couldn't find it. And I would end up running out of ammo because of it. If the collider was a lot bigger I don't think that would be an issue.
The upgrade mechanic I thought was cool. A couple of bugs but this game was really good :)
The central mechanic of the game, the camera flash with the weak points, is really, *really* fun. The general aesthetic is really spooky and off-putting in a great way, and the audio design is great, especially the tone for when enemies come into range / spawn.
My complain comes down to a balance issue; the high speed of the enemies, the relative lack of ammo (and thus major punishment if you whiff shots), the low visibility, the loss of speed with the revolver out... in more cases or not, it leads to an unfairly oppressive experience, when you're flanked by a lot of cheap shots that you really don't have much chance to avoid. It becomes especially apparent a couple waves in; I feel like the solution is either ease up on the fog, or lower the speed of the enemies, but hitting a perfect balance there seems tough.
Oh, and a potential bug: Occasionally at point blank, the camera would just do nothing to an enemy if you were just backtracking. I don't know if you *need* to be hitting their side or something with the flash, but it definitely caused a bit of confusion.
As critical as I'm being though, I want to say I loved this game on a conceptual level. Seeing it polished up to a degree would be amazing, cause the mechanics at play here are really enjoyable.
Nice game! Really cool mechanic used for survival. I liked how you can use the camera to stun enemies and then use that short period to kill them. Controls and the way objects center back to the camera feels very smooth. You can definitely expand this game. Nice entry!
Fun concept, really enjoyed playing! I'd love to see you develop this into a full game
This feels like a protype for one monster mechanics from another game (Regenerador from RE4 or shadows from Alan Wake) than a whole game.
There is too little ammo, Gun can be imprecise at time and camera flash feels not wide enough.
Tweak the balance of the game and I think you'll have something fun and arcade-y.
Cool but difficult game! Try to make shooting a bit more forgiving. I would also like if you made some sort of difficulty ramp, like, round 0: 1 really slow enemy to get you to learn how this works, round 1: 2 of them, etc. This game can be really great, i would love to play a better version of this!
I liked alot this game concept and idea! It's really difficult but really cool! The graphical style is very good too!
Couldn't pass the third wave though hhaha
Very nice entry! Congrats!
I feel the weak spots should have been larger or just fewer. If not for that then maybe a mouse sensitivity slider so I could make the aim what I'm used to in an FPS so I could aim more competently.
It was hard to tell when the monsters were walking up right behind me while I reloaded and I'd end up getting hit.
The map looks really good, I love the aesthetic. Really cool mechanic; makes for an interesting game loop.
thank you for the feedback π€, I'm will definitely add a sensitivity option in the future, the weak spots are a bit small I noticed that after I submitted the game unfortunately
Effective use of fog and sounds here. Nice!
Would have loved a mouse sensitivity option.
Nice looks, could have used some anti-aliasing to smooth the edges. I like the setting a lot, and nice glow and kind of uniform coloring.
Cool entry!
Did you make all assets yourself by the way?
not all of em but most of them, I didn't model the houses but I changed them a little bit to fit the game vibe and feel,
thank you π€, I was told the something a lot lol,
I'll add it in the future
This game has incredibly fun movement, great feeling weapons, and a really cool aesthetic.
I like the main idea of having to flash the enemies, and then shooting the weak points, it is really fun.
Also the inclusion of the upgrade system is very cool.
However, I have a big issue with the visibility, it is very dark and enemies are incredibly quick, resulting in me getting hit out of nowhere a lot, without a chance to react in time. And combined with the low health this can be very frustrating. The darkness that comes when ringing the bell would probably work if the game was slower paced, but with the speed you are going for it just makes it more unfair.
I probably haven't seen all upgrades, so if there is one that helps with visibility than I haven't gotten it.
think you so much for this incredible feedback π€,
Before I implemented the lighting system (gets darker when you ring the bell) the game wasn't that scary , and my solution to that problem was adding the system, but I guess you're right.
The system doesn't work really well with the speed of the game.
Graphics look really cool and atmospheric, character moves in an interesting way, a bit too difficult for me unfortunately.
thank you very much for trying it π€
it is a bit hard not gonna lie lol