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A jam submission

Succumb To The DarknessView game page

Survive the darkness
Submitted by Roo_VT (@Roo_vt) — 1 day, 13 hours before the deadline
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Succumb To The Darkness's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#113.3643.364
How well does the game fit the themes?#123.7273.727
Overall#193.0553.055
How much do you enjoy the game overall?#272.7272.727
Gameplay#282.8182.818
Visuals#322.6362.636

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

How long was your dev time?
3 Hours

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Comments

Submitted

Great use of lighting - I love the vignette effect that occurs as your darkness meter rises. Great use of background audio, too. I kind of expected that we would be going back and forth between the normal area and the demon's area, because of the first section. Maybe in a fleshed out sequel? Great entry 🙂

Submitted

Solid atmosphere, feels disturbing! A few times I sorta wall-jumped, seems unintentional, but also like it would be a cool feature to add. Well done!

Submitted

Normally mix of asset types would not work, but there is something weirdly strange that it works. With more time, there is a lot that could be changed and improved, but for a three-hour game jam, it's surprisingly enjoyable.

Submitted (7 edits) (+2)

The floaty surreal style and satanic imagery reminded me of Night in the Woods (its dream sequences, specifically, for the former). You gotta check that game out if you haven't already, could be huge inspo for you. It was an interesting quirk to discover that the character had rotation physics. There seems to be a way to increase acceleration by jumping while spinning. Maybe that's the secret to the difficulty issue we've been having?

I felt the same way as the other players -- the game seems prohibitively difficult: between the big drop and that long, winding, S-shaped vertical climb, there are literally zero ways to regain health and by the time you get to the big spiky jump at the top, you're flying 100% blind. I will keep at it, though, and see if I can find a way through. EDIT: And just like that, I'm eating my words. For anyone reading this who got stuck at the same spot, you're supposed to drop straight down, not diagonally. It's still a razor tight margin, but it doesn't seem impossible anymore.

YES, I BEAT IT! Just a couple final thoughts: 1) I enjoy how the initial screen is greenish; it really jolts the red into seeming redder than red. That was clever. 2) just something to think about from a game design perspective; I had zero incentive to use the campfires. There's just no reason I ever would need to use them. "Not taking more damage" doesn't help, it's just the equivalent of hitting pause. EDIT: Now that I think about it, there is no pause button, so the campfires could be a good "checkpoint" thing; but in that case they seemed a bit more frequent than necessary. Maybe I'm reading too deeply into this, but their purpose seemed a little ambiguous as a player. It's no big deal though!

Sorry if my thoughts are kind of scattered. Overall I liked the challenge. Thanks for the experience!

Developer

Really interesting read thanks for your insight. I dont think I considered the difficulty as much as I should have, glad to see that you managed to finish it. Thank you :D

Submitted(+1)

Even tho you hadn't had time to polish the art, the SFX and shader really give a nice uneasy vibes to the game :). Congrats on that. 

Developer

Thank you very much :D

Submitted(+2)

Nice work with the game getting more creepy with every mistake. I wasn't able to finish it, as it gets pretty much impossible after getting 50 insanity, and there were moments where i just didn't know where to go, Would be nice if insanity didn't rise from just walking, or if campfires lowered insanity gradually.

Developer(+1)

Yeah I think the main issue of difficulty is a valid one. Glad you enjoyed the creepy atmosphere. Thank you for playing :D

Submitted(+1)

That’s a pretty nice shader effect! A relatively straight interpretation of the theme, but it works well enough. Didn’t reach the end, though. I would have preferred a faster character and a more responsive camera, and yeah, the level design could use a little work, but given the time constraints, nice job!

Developer

Glad you liked the shader effects. Yeah I think the games difficulty could have been turned down abit. Thanks for playing :D