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A jam submission

Marlowe's TreasuresView game page

I came here to get rich!
Submitted by blue koi — 12 hours, 13 minutes before the deadline
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Marlowe's Treasures's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#13.7534.333
Horror#24.3305.000
Creativity#24.0414.667
Overall#33.8014.389
Presentation#53.7534.333
Theme#63.7534.333
Story#83.1753.667

Ranked from 3 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?
The main character visits the house of old Marlow. He plans to find treasure. He has to find out how the old man lived in his last years. Will he find treasure? Or something else?

Did you implement any of the Bonus Challenges, and if so, which ones?
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)

Very spooky! The visual effects, sound effects, lighting, and choice of venue definitely all come together to deliever a chilling experience. I will say that the effect that the screen filter effects were a bit much especially when they are on all the time. I kept being very confused as to what was happening and felt my eyes were starting to strain after looking at it for too long. I think it would have been more impactful if it only turned on during intense moments. I was also very confused as to what was attacking me, and couldn't find a decent way of dealing with them without backing away, which I feel didn't help much. The fallen debris is basically going to hit the player eventually even if you dodge it the first time, so that was a little frustrating. Lastly, I ended up giving up on finding the treasure because explored the house several times, fell off the roof every time I went on it, and couldn't find the next event.

Despite my critisms, this game has a ton of potential and reminded me of old-school Resident Evil style games. Corn fields are always spooky at night, and the visual effects definitely were a powerful effect for inducing uneasiness. It's got a lot going for it! Keep up the great work!

Developer

Thanks for the encouraging words. Maybe I should improve this game. "I think it would have been more impactful if it only turned on during intense moments." - oh,interesting idea! "The fallen debris is basically going to hit the player eventually even if you dodge it the first time, so that was a little frustrating." - The original idea was that the player would sense danger (there was no way to dodge), and then by dragging the statues, he would be able to dodge. But... the game became shorter due to deadlines, and this wasn't implemented.

Submitted(+1)

You can drag the statue?? xD

Totally missed that. But I definitely think you have something uniquely scary here! I know it's coming up fast, but maybe releasing something on Steam during the month of October could get you some sales! Either way, great work! 

Submitted(+1)

I think one of the few notes I have is, I'd remove the blurry vision when your health drops below a certain point. Or make it a timed event where it happens when damage is receive, and maybe the lower your health is the longer that event happens. But just running around trying to find things while your screen is super blurry is difficult. I jumped off the balcony and the fall damage made it so I couldn't make anything out. 

But, you have a fully crafted game here. I have no notes, it was set up well, had options, credits, start to finish. You set up atmosphere, interactions, and everything else that's needed. 

This was awesome, well done!

Developer

Thank you for your praise. When you make games alone, it's easy to lose motivation. But at moments like these, inspiration returns! "I jumped off the balcony and the fall damage made it so I couldn't make anything out. " => Where should the line be drawn between game being connected to reality and still being an interesting game? Sometimes ask yourself these questions... I'll really think about how to better work out the mechanics of health loss in combination with the blurred camera..