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A jam submission

No EndView game page

Submitted by Nocturne Nikita
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No End's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#34.0004.000
Presentation#34.0004.000
Horror#43.5003.500
Theme#44.0004.000
Overall#43.7083.708
Story#53.5003.500
Gameplay#53.2503.250

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?
I implemented the theme through a narrative-driven horror experience centered on uncovering fragments of the past. The story focuses on Jeff’s restaurant and the mystery of what happened there. The player explores not only the abandoned pizzeria itself but also a strange, otherworldly place with no escape — a dimension that forces them to confront the horrors of a forgotten past.

Visually, the game also incorporates elements of remembrance through flashbacks and shadowy figures that symbolize memories and events long gone, reinforcing the atmosphere of revisiting what was lost.

Some aspects remain incomplete, such as certain dialogue events, and the idea is to add more references to the restaurant’s past lore and notes in future iterations.

Did you implement any of the Bonus Challenges, and if so, which ones?
1) Dark and Stormy Night and 2) Shadows of the Past: The game's story focuses on uncovering the past

Does your game contain AI-generated assets?

No

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Comments

Submitted(+1)

Nice little mix of 3d/2d. You have a lot of the core concepts of making games down! A lot of really good simple interactions and stuff go a long way, so I liked how I was able to "inspect" almost all of the objects/items. It's silly to some players, but I enjoy stuff like that. Those are the best places to hide easter eggs. 
Use what you learned on this jam to make your next game even better! 

Well Done! Keep Going

Developer

Thank you so much for the feedback and for noticing the interactions! 

I also really enjoy when almost every object can be inspected, not just for fun, but because it opens space for something deeper. My plan is to expand the explorable areas and turn them into a sort of investigation system — with notes, items, and objects that can be collected or used, all within this single map. Almost like an “escape the room,” but keeping the narrative style. And of course, it would be fun to use hidden or darker spots to place some classic easter eggs… maybe even a little reference to this jam itself with a cheeky jumpscare 👀.

I’m glad you enjoyed the little details, and I’ll definitely keep building on that idea, also in other projects, thanks again! 🙏

Submitted

The object interaction takes me back to the old school resident evil, ps1 era games, where you could interact and inspect things even if it did nothing. Something about it is nice! 

Keep up the good work!

Submitted(+1)

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!

Developer

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.