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In The Depths [SCREAM Machine Jam 2020]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
SCREAM MACHINES | #1 | n/a | n/a |
SCARIEST GAME | #45 | 2.016 | 2.286 |
BEST GAME | #47 | 2.520 | 2.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was a very cool premise! As Animal said, I would've loved to see a puzzle or two or a little more variety in the fight. But, that's the way jams go. You got a complete game out and that's an accomplishment on its own!
As an alternative to making the boss fight more complex, you could also just lower the health so that it's a shorter fight.
rad game, it was good and dark with sinister music and smooth controls, id like to see more puzzles and maybe the heart monster having more variations of attack, its definitely a fun game
I really loved this game despite the keys for everything (which I recommend changing for future games) it is very entertaining my applause for you
This is a well-made horror game! It’s clear you put some thought into how to execute the idea of delving into a mine overtaken by some sort of biotic system. The adventure elements are polished and it’s great to see a platformer style also feature lots of dialogue, an inventory, and a boss-type encounter. I think this is one of those games that demonstrates that you have great potential that could be really well channelled into a project where you have more room to polish everything up.
I think the best thing about this game was the setting. A mine is a great source of tension and I like how you explained the context with an intro, set the scene through incidental objects like the note, and built the tension the further the player went into the mine. It could have been nicer with more time to see this go all-out! The idea that a living entity has worked its way into a physical space and feeds off of it gives off all sort of avenues for great monster ideas, but a heart takes the cake!
Some feedback I would give is mostly around the boss fight. Flipping switches and dodging the same patterns can be predictable and limit the challenge to a fight. Look at SHMUPS and how some of those games handle attack patterns to get a feel for how to make a dodging mechanic unpredictable. Nonetheless the concept itself made it interesting. I think other than Morrowind I can’t say I’ve played a game where I had to destroy a heart as part of an enemy for a game, let alone a boss fight.
Thanks for submitting this game to SCREAM MACHINE!
- SCREAM CATALOGUE