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I got just past the first appearance, and the light moved further down the table, and couldn't figure out what to do from there. No objective was showing, so I figured I had completed the demo. Definitely left me a bit spooked! the long silences and being forced to explore in the darkness really raised tension! I think you have an interesting concept here. The fact that it was a 3D environment with a flat 2D character didn't really bother me at all, although the lack of any camera controls or camera angles on the things I was interacting with did bother me. Also, it would be nice if the first time you click when the dialogue is typing out, it would just complete the dialogue message instead of skipping it. The typing speed was fast, but when you get the same dialogue again it's nice to be able to skip over that while quickly scanning for any new information. Also, does have a couple of spelling errors and the click-to-interact message is in Spanish, I believe.

There are a lot of opportunities for horror! You could even keep track of how many times a player enters and exits a room and throw in little jump scares based on how much they are pacing around trying to find the next clue. Lots of potential, keep up the great work!

Thank you so much for playing and for the detailed feedback! 🙏

You’re right, there are a couple of spelling mistakes and some interaction text ended up in Portuguese (my native language), since I originally wrote the game in it and then rushed to translate everything into English for the jam. I’ll fix those issues in the next update.

I also realized that the ending event might not have triggered properly for you — that was my mistake in testing. I’ll take care of that too, so the demo closes more clearly.

About the camera, my original idea was to make walls become transparent when you enter a room so you could see items behind them, but I didn’t manage to implement it in time. I really like your suggestion and I’d love to hear more about what camera style you think would fit best.

The dialogue suggestions are great as well — I agree that skipping through already-seen dialogue and having the click finish the message instead of skipping it entirely would make it much smoother.

For the future, I plan to expand it more into survival horror: enemies, inventory with notes and key items, clearer objectives, more interactions and animations, and of course, more horror elements. I also really liked your idea of tracking player movement to trigger scares. This could fit perfectly into the small scares of the setting I plan!

Thanks again for the encouragement, it really helps me keep going with the project.