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The End of the Tunnel's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #29 | 3.667 | 3.667 |
| Graphics | #31 | 3.667 | 3.667 |
| End-of-life plan | #32 | 3.833 | 3.833 |
| Theme relevance | #34 | 3.917 | 3.917 |
| Fun | #34 | 3.333 | 3.333 |
| Jam Authenticity | #35 | 4.083 | 4.083 |
| Sound | #43 | 3.167 | 3.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
End life plan
The game is available for both Windows and Linux. Source Code will be released soon once my brain has recovered from being deep-fried.
Also, it's a single-player game.
Transparency note
About half of the character controller logic was written for a previous project, though back then you couldn't crouch or slide (or use the controller). It also didn't yet support animations.
Everything else was created in the week between July 14th and July 21st.
No AI was used in the making of this project, nor will I ever use it.
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Comments
By level 10 I was ready for this to be over because after seeing every type of obstacle nothing was making it more interesting. But I kept going and I'm glad I did since the ending was worth seeing.
Hey, how dare you forget about the double hole guillotine tile introduced in level 12! That tile was so good, thatI initally wasn't even going to use it before I slapped the guillotine on top.
Ok, joking aside the levels do kinda slow down a bit, which is why I made 12-15 shorter than the ones before it.
I loved this game girl ! keep up...
I will be happy if you also rate my game : https://itch.io/jam/stop-killing-games-game-jam/rate/3724252
very good game
Make the jump bigger when you run :)
The ending broke my heart, I felt so betrayed man
That was the feeling that drew my towards making the game (the ending was the first thing I came up with). To have the one thing you wanted, the only thing you could depend on, that tiny speck of hope taken away from you.
I think it's the only way one can truly understand what it feels like to have their favorite piece of art destroyed or for those who worked on it, to have the thing they poured themselves into discarded for a god damn write-off.
Or maybe it's just my sadistic streak shining through, could be either really.
Got my heart going! I'd love to see some obstacles that necessitate crouching/sliding, since I think for most of this I was just sprinting or jumping. Any moment that didn't call for that I just kind of waited for blades to move/waves to pass.
Yeah, I didn't have too many ideas for obstacles to slide under (except for the guillotine and that you can also just wait for) and it didn't help that the sliding mechanic is sort of a mess, but glad to hear you enjoyed the game none the less!
I finished this and still wanted more, so good man, especially how it keeps on steadily increasing difficulty.
I finished some of the first level before I even got the "instructions", so you might wanna show them a bit early or lock movement until they are shown, although tbf every gamer should know these controls, but still feels weird to finish a level then see "press space to jump" XD
Yeah, but at the same time I absolutely hate tutorials where you're frozen until you're shown what input you're supposed to do.
My reasoning is that players who know the controls don't need to read them and those who don't won't be able to do much of anything before reading them.
Also, me and my co-designer numbergenerator.org/randomnumbergenerator, are very glad you liked the levels we came up with. Ok the actual way I did it was look at the numbers it gave me (1-6 for the 6 tiles in the game) and then either do it if I thought it would be fun or do something else if it just spammed the most unfun tile over and over again. I also played through all the levels beginning to end in sequence every time I added one to both test them more thoroughly and get a feel for the game as a whole. By level 12 for example I noticed them getting too long, so I made some shorter more intense ones after.
Anyway, long story short, the difficulty curve and levels was what I was most worried about as I had never done a gameplay focused game before (only a story-focused one to rather mixed results).
Thank you for playing, glad you enjoyed it!
Good idea. the character controller is nice but sliding doesn't really feel like your sliding. its just feels like your crouching with a slight push forward
Yeah sliding is a bit messy (if you hold instead of just tapping the button you actually slow down way more). Maybe shoudln't have just lerped between run and crouch speed while sliding.
Also, big of you to rate my game fairly after I criticized yours!
no problem
Interesting concept. I like the character controller. The atmosphere is also great.
Thank you!
This one is really cool. very much enjoyable. And that betrayal at the end was nasty, in a good way. :D
The ending was the first thing I came up with for the game. Glad you enjoyed it!
Cool game! The menu made me think it would be scary but I played 12 levels and would want to play more later! :D
Glad to hear it!
I love it! When I first opened it, I was afraid it was a horror game because it sounded and looked like one, so I kept my distance from the screen. But once I started playing, I couldn’t help but get closer. I played all the way to level 15 in one go before stopping because my hands were too tired.
You did an amazing job! The initial tutorial was perfect, and the gradually increasing difficulty of the later levels was just right. The patterns on the walls make them look like snake scales, and running feels like moving through a snake’s body. The obstacle sliding on the ground is genius—I love it! However, I noticed I didn’t use the Ctrl function at all; I could jump over all the obstacles. I think the game would be great with some puzzles and a mystery element (just my personal opinion), and I’m looking forward to more diverse sound effects. Wishing you a speedy recovery!
Additionally, I'm curious about how many levels there are—is it infinite? If so, how did you design it?
First of all, thanks for the nice feedback.
As for the level question, funny you stopped at level 15, number 16 is the final level so you were just about done.
I never though about the place as being kind of like a living being (a snake as you mentioned). I was going for fragmented memory of a dream sort of vibe but now that you say it the background thumping I added does kind of sound like a heartbeat.
I though about adding mystery and/or puzzles, but I both didn't have the time and given the fact that everywhere looks kind of the same it would be infuriating. I though about adding one level in the middle which wouldn't have any common obstacles and instead foreshadow the end, but it would require a whole bunch of bespoke assets and I didn't feel my time would be best spent with that.
Glad to hear you like the difficulty curve. Me and my trusty co-designer: The random number generator were kind of worried that I might have botched it. I did make so that I always replayed from level one to the one I was currently working on to get a feel for what a next level might need.
Sliding is indeed underused, mostly because it doesn't work that well. I wanted it to always cancel sprinting upon being pressed without the player having to let go of ctrl, but my spaghetti code made that a difficult prospect (should have used a state-machine). So I made the hitboxes on the obstacles rather generous to sidestep the issue.
Oh dear, I'm rambling on...
Tl;dr: Thanks for the kind words and I hope you go back to see the ending (sorry about not having save states). It really is quite something!