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A jam submission

Runaways TaleView game page

When your best friend needs help, how far would you go to help him?
Submitted by Neesa (@NeesaComplex) — 3 days, 1 hour before the deadline
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Runaways Tale's itch.io page

Results

CriteriaRankScore*Raw Score
Story#84.5004.500
Horror#94.1674.167
Overall#194.0004.000
Theme#194.3334.333
Gameplay#213.3333.333
Creativity#234.0004.000
Presentation#273.6673.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which Theme did you choose?

Fear the Devil

How did you implement your chosen Theme into your game?
The protagonists run because they fear an evil that follows them.

Did you implement any of the Bonus Challenges and if so, which ones?
Hide From His Sight

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Comments

Submitted

I got two bad endings, and a very uh neutral ending!
Didn't stream this one because it was late, but figure I'll give some detailed thoughts here.

For things I liked:
The twist ending was very interesting. I wonder if the endings I missed allowed me to side with the uh, 
"fake" villain. Something to explore if it wasn't done. 
Enjoyed the narrative being built. And the multiple endings had me saving and exploring to find different approaches.

For things I don't like/ had issues with:
I spent minutes confused at how to hide from dad the first time. Locking the door behind me was something I discovered by accident.

And I didn't like the forked paths that instakill you. In those same sections, the dad would also spawn nearly on top of you! So thankfully autosaves were nice. But also still. 

The graveyard maze is so tightly timed that getting to the end of it is either just luck or rehearsal. I think it should be tense but not impossible to solve first go if you're a tad lucky. But instead it was just trial and error forced losses at one missed turn.

Great submission though! Would love to see a more polished version of this one day, as the story is very promising. Just the gameplay could use some work

Developer

I hear you!

I think I'll modify the chase parts so they're not instant deaths o( ̄┰ ̄*)ゞ

Regarding the labyrinth ruins: From what you said about the endings, I'm guessing you went for route B. In route A you have more time, so it's assumed you've already played that route before route B, so the shorter time is just to add a degree of difficulty

Thanks for the feedback!

Submitted

Got endings 1, 2 and 3! The art was amazing and the story was very well written! I thought this game was a lot of fun, except I wasn't a huge fan of the guessing game for picking paths, in which two per section were instant deaths. Other than that, great job!

Submitted(+1)

Cool submission! I like the story and aesthetic so far, though I'm having a bit of trouble progressing. I'm not entirely sure where I'm supposed to hide once the chase sequence starts, I feel like I've tried everywhere, but there's also not a lot of time to look around. I thought it might be behind the locked door but that didn't seem to work either. A few suggestions: I found it frustrating having to first interact with the locked door, then go downstairs to get the key, then go back up to enter the locked room, meanwhile the clock is ticking and doesn't stop for dialog/option selection. I would definitely pause the timer for those things, and maybe just enable the key pickup even if you didn't interact with the door. (All assuming you're actually supposed to go in there during the chase). Also, nothing happens when the timer hits 0 if you're downstairs. Overall, I like where you're going with it, and I'd like to see where it goes! See if there's some way you can indicate to the player where/how they're supposed to hide without explicitly saying it.

Submitted(+1)

Hey,  just finished my play through of the game. I don't know if you figured out the hiding or not yet, but you can lock the door once you're inside.