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I enjoy being lost in a weird map, hunted by soundless monsters. This submission has a lot of heart and nice visual art: I'll probably come back to it and give it another go to see if I can use those bolt cutters for anything!

It was difficult to tell whether you had actually travelled to another room or not, if that room just looked identical, or whether nothing had happened on interact. Being mapless is no problem, but without confirmation on spinning and/or moving between rooms it got dizzying fast.
I think there may also be an issue with the frogs popping in out of nowhere, staying attached to your screen for a long time *while letting you keep walking* before finally killing you. One time I had a frog pop up on my screen and I could still jump into a locker before the kill animation played.

Still! I enjoyed it

Thank you for the review! I only really thought of adding a compass to the screen for orientation, but now that you mention it, maybe a transition animation between rooms could have helped with orientation. I was going to implement it, but I was afraid the game would feel too slow to control, like every time you moved to a new room, you'd have to wait half a second. Tho the map became quite small when compared with the original plan, so I could have experimented a bit with it.

The frog teleporting is working in the intended way actually ahahah. The monster was the last thing I implemented in the last 2 hours of development. Basically how it should have worked was for the frog to go from one tile to another adjacent to it, and if it saw you, it would start chasing you from tile to tile, and if you entered a room, there would be a chance of it chasing you, and other of it going back to roaming. There was no time for that implementation and to properly test it, so I ended up with the frog to teleport to a random tile in the corridor in a specified time interval, and if you met the frog in the corridor, you needed to hide quickly, or else game over. The small red particles is to help you tell where the frog is at the moment, if you see those particles in a room it means the frog is in a room adjacent to you, which means you can wait out to move again, or take a risk and move to a room adjacent and hope this wasn't the one the frog is in.

The frog being stuck on the screen is a limitation of the implementation I used. Each room is a sprite that changes its image, so when the frog is in the room, its sprite would always appear over the sprite in the room, since all is 2d. I though of implementing it in a way where you could see the frog in the adjacent room, but with the next room being filled with darkness that was quite hard unless we made the adjacent rooms sprites visible in the room you were in, and that would require more art, so we scoped it down.

Anyways, I'm really glad you still enjoyed our game, we really did put a lot of effort into it, didn't think people would actually think no map and no sound to be a plus, tho I guess it does give an eerie mood to it in a way ahah