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Escape the House of the Eye's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Most Like Original | #1 | 4.000 | 4.000 |
| Overall | #3 | 3.333 | 3.333 |
| Best Creative Twist on the Original | #4 | 2.667 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It felt really nostalgic to play this, reminded me of a lot of other lesser known horror games made during the granny era, the bonus objectives where a cool idea
this was waaay fun, it feels great and difictult to scape form the guy. I love the environment, models textures and level design. I couldnt find a single key :(
Thanks for playing! I'm sorry to hear you couldn't to find the keys though. They are highlighted with bright colours matching their locks, but they are still somewhat small and randomly placed. If you're feeling up to trying again there is a predetermined selection of hiding places for the keys you can check:
Regardless, I appreciate you giving the game a chance!
Awesome! The atmosphere was great and the enemy was proper scary. I did manage to get through the first time without even seeing them, but went back cause I wanted to see how they worked. The FOV on the camera being extra high gives it a real surreal feel. The texture work with the eyes in the wall and the little tendrils and even just simple things like the way the bottles look all sticky is fantastic. The sound effects were very good. I really did like that brick sound effect, so visceral.
Thanks for playing! That's really funny that the enemy did such a bad job hunting for you. I guess that's one drawback of having the enemy patrol random points on the map. I made two different patrol systems, one where it patrolled points near the player and one where it patrolled randomly... I found the former to be a bit too aggressive, and the latter to be a bit too easy (I went with too easy to make it accessible). I'm sure there's a perfect middle there somewhere that I could have implemented with enough time, but alas!
100%. Going with the easier route is always good. You can always add in the harder AI as a different difficulty levels. I think random patrol points is good, but if you are looking to make changes later, you could have it so that unlocking the door aggros the guy no matter where he is, so you force the player to interact with the hit and hide mechanic.
Great suggestions!
Knowing myself I probably won't give myself the time to revisit this project, but I do like the idea of offering a harder and scarier experience (especially after playing your entry, which was terrifying :D)
The level was such a blast to explore. I really liked how you incorporated an objective system, it kept things focused. And the enemy Ai looked amazing! Definitely added a lot to the tension.

Thanks for playing Henry! Glad you enjoyed the level design. Interestingly enough I threw the objective system together at the last-minute lol, but I thought it would benefit people who were looking for direction.
This was such a fun theme for a gamelike!