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A jam submission

CageView game page

Submitted by HoboBoss — 2 hours, 49 seconds before the deadline
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Cage's itch.io page

Results

CriteriaRankScore*Raw Score
Horror#53.2503.250
Story#63.2503.250
Presentation#73.2503.250
Creativity#73.5003.500
Gameplay#83.0003.000
Theme#83.5003.500
Overall#93.2923.292

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you implement the Theme: House of Remembrance in your game?
You are walking thru rooms where you need to actually remember a correct path to survive.

Did you implement any of the Bonus Challenges, and if so, which ones?
I did not implement any challenges

Does your game contain AI-generated assets?

No

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Comments

Submitted(+1)

Dude, this was a fun little simple treat! You did a good job, I wish there was a litte more to the movement/interaction, but maybe that would of taken away from the simplicity of it? Either way, this was really good! I enjoyed this! 

Also extra points for having an options menu!

Developer

Hey thank you for playing. I am glad you liked it. Also since you mentioned the lack of interaction,  did you picked up the device that is at the end of the first level or did you missed it?

I am asking because I know that I had trouble making something obvious to the player when it comes to introductions of mechanics in the past. And the comment about lack of interaction made me thinking if I made same kind of mistake again, this time regarding the device that you can pick up in the first room.

Submitted(+1)

I must have missed the device at the end of the first level. 
I think I was more focused on the ceiling tiles and stuff. Maybe make it flash or flicker? Or lock the player from proceeding, unless its supposed to be more of an easter egg and reward curious players

Developer

I see. Yeah, it isn't an easter egg. It was definitely meant for the players to pick up and use as a mechanic. :D I will make it so that players pick up the device even if they go around it. Thank you for your feedback. :)

Submitted(+1)

Well, that sure is a memory game. Oof, sorry I'm not a big fan of trial and error games. I did an OK job finding some of the paths, but it was mostly just frustrating when I messed up. The horror factor was... a little weak, though I get what you were going for. Did get half-life vibes from it, which was fun, and I did like how there was several creative death scenes. 

Still, I think you did a good job on the visuals. I think I understand why you went the way you did with the controls, and I don't think it's a bad game at all, I just don't particularly love these kinds of memory games. I tried to leave as much of my bias out of your rating. 

Great job! keep up the good work!

Developer

Hey thank you for playing and for the feedback. Yes, this was definitely more of an experimental project on the technical level for me, so i kind of assumed it wouldn't be a right cup of tea for a lot of people.

Also I am curious. Since you mentioned that you found the game frustrating, did you picked up the device in the first room?  I am asking because that thing is there to make the rest of the game a lot easier, so i'm wondering if you didn't miss it. I am still a bit new to making games and I am still making mistakes regarding the introduction of the mechanic to the player. So there is definitely a possibility that I didn't make this "item pickup" obvious enough. Or maybe you picked it up and the game is frustrating either way :D

Either way i'd still like to know answer to this question.

Submitted(+1)

Actually I did pick it up, and I also noticed the levels even give you a hint! I think I just got impatient, mostly. Although there's this strange phenomena where cautious gamers will hold onto consumables forever and never use them unless they absolutely have to. I ended up not using the device at all. Partly because of that, and partly because when I first got the device, in the instructions it says to press Right-Click, and I did it before reading that that's how to activate the device, not hide the instruction menu, so I ended up using both my charges before hiding the menu. lol

But more than anything, I personally, just get frustrated with these kinds of games too easily. It's nothing on you; I'm just ADHD and impatient. But I can still appreciate the clean and design and well crafted aesthetics, especially given the short development period. :3

Developer(+1)

Ah, I see. Well I think that I can still take away something from your experience. Specifically I definitely should have prevented the player from clicking the button while the message is still visible. :D 

So yeah thank you for replying and for further feedback. :)

Submitted(+1)

And thank you for all the hard work! :D