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Red Satin's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetics | #111 | 4.000 | 4.000 |
| Horror | #147 | 3.115 | 3.115 |
| Creativity | #259 | 3.231 | 3.231 |
| Story | #286 | 2.500 | 2.500 |
| Enjoyment (Best Game) | #332 | 2.885 | 2.885 |
| Sound Design | #333 | 2.885 | 2.885 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Godot
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Comments
Beautiful entry! You did a lot with very little in strong aesthetic choices for the game. It truly reminds me of that nostalgia from playing old games, reminiscent of RE in game and environment and Silent Hill with the fixed camera angles. The cutscenes were worth it, I want to add more in my projects in the future, you've inspired me :)
I played your game
You can also play our game - https://itch.io/jam/scream-jam-2025/rate/3964957
Awesome game! I thought the ASFN mechanic that revealed the true environment was really neat.
Hey, thanks so much for playing the game! I had so much more in mind for this mechanic, but I had to scrap everything due to time constraints. I'd really want to return to it in the future and this time flesh it out a little bit more.
Ah that was a good little game and a neat idea! I see you suffered from the same setting up dreaded cameras as my team faced but I think you did better due to the tank controls haha! I think it would of been better to have some more of the story in the game itself than just on the itch page. The dimension box thing was really cool though!
Really good work :)
Tank controls do lend themselves a little bit better to fixed camera angles, I believe. I always found Silent Hill 4 more difficult to control than three previous games, for example.
Regarding absence of story in the game - I totally agree, in a better world where Scream Jam lasts two months or more, I would've crammed the game full of cutscenes and readable notes :)
Thanks for playing!
Really cool! I think you nailed the PS1 aesthetic! I went in completely blind, and I thought the ASFN was freaking cool!
Had some trouble finding some doors and zones because of the camera placements. Also, sometimes the camera would not switch properly
The game we made in this jam is in the same retro ps1 aesthetic. Looking more like silent hill tho. We too had issues with the cameras 😂
Great game!
Figuring out good camera placement was indeed one of the difficult parts. I've played your submission, Left/Over, it explores some of the similar mechanics, but your implementation is so vastly different, it was kind of enlightening to see how you tackled some of the problems I struggled with.
Thank you for the feedback!
Classic resident evil send up? I click. Carrying around a device that's a "dimensional latern" for a meat world is a great idea. Had lots of fun avoiding the enemies and seeing the how you framed the rooms. Nice.
I'm glad you had fun with the game! Thank you for the feedback!
this is really cool, but its hard knowing what you can interact with and what you cant, the red enemy looks really good tho
I'll look into a way of making interactable objects more visible the future version. Thanks for the feedback!
There are many games trying to emulate retro aestethic. some are good and others missing things. But this really feels like a game from late 90s. Good job.
There are many games trying to emulate retro aestethic. some are good and others missing things. But this really feels like a game from late 90s. Good job.
Thank you for playing! I'm glad if the game gives off impressions of the older survival horror titles - they were obviously the main source of inspiration.
loved the atmosphere! the retro controls took a bit to get used to but were cool, though if the character ended up off camera it was difficult to return to the screen. i did wish there was some buffer on interacting with things so you don't accidentally use the same door/item twice, and i think the 'red mode' doors could be slightly more visually distinct. the box effect/mechanic was very cool.
great work in a week!
Thank you for the tips on use action delay and visibility of interactable objects. I'll definitely take a note.
And thank you for playing!
Nice game! I love the visuals of the walls and monsters, I also like the ps1 survival horror theme. Sometimes you went off the screen and it was hard to adjust to get out. Well done.
Thank you for playing! I'll have to resolve camera-related issues post-jam, there's a lot of them.
Wow, i feel like you absolutrley nailed the tense and creepy atmosphere of the ps1 era resident evil games. such a joy and surprise to find in a game jam entry, it felt really really good.
The biggest issue i had is I cant progress very far. I know im missing _something_ but I just cant figure out what! I can get some bullets and kill the creepy thing but just cant figure out where to go or where to find keycards etc. I think this is completley on me and i know im being stupid😅I have not let this effect the rating though, as its a me problem and what i can see and do is really well polished. I would personally appreciate it if you could ping me and unblock me though as i genuinly just want to see more.
The sound design was good, everything felt foreboding, layered and reactive to what was happening. some of the sfx were a little loud, but in someways that kind of helped build the tension. the noise from the creature added to its discomfort too.
The visuals were very well done, it lived and breathed that really distinct psx era. everything felt cohesive and you really made the style sing. The effects on the monster were particularly impressive, it felt very cool and otherworldy adding the how unsettling it was.
The world building, both in game and in the description etc was niocely pulled together and really makes it feel like there is a world and lore i want to know more of. its intriguing from the get go and really draws you in.
Overall, this invoked a feeling i havnt really had since resident evil 1 came out and as a kid i snuck into my brothers room when he was away to play it. what an awesome experience, you crushed it. well done and thankyou!
Sorry about the loud sfx!
The map layout might be a little confusing, especially with chosen camera angles. Basically, you need to enter this large hall:
and proceed to its far end, where there's two ladders on each side leading to the second floor. Don't ascend the ladders, proceed further to the end of the hall, there would be a room and a music cue would play. From there on you should be able to proceed further.
Hope this helps, and thank you for such positive feedback!
I will be sure to play The Sands of Betrayal.
This is pretty polished for a jam game so good job. I realise that this is supposed to be like those old resident evil games, crazy how the controls were different back then. The chosen povs for the camera transitions were nice, and the door opening sound, even if very loud haha, was creeping me out with fear of what comes next.
Unfortunately not as polished as it should be - there's a ton of issues with the camera, and I had to scrap, like, almost all secondary gameplay features I had planned because I overscoped with the scale of the environment. But I'm glad you enjoyed the game as it is!
Thank you for playing!
I enjoyed the controls. Impressive to see you make this in a short time.
Yes! Somebody actually likes tank controls too!
Thank you so much for playing!
I really love tank controls and fixed camera angles. It's such a shame that we don't see it more often. Great work making an engaging survival horror in such a short amount of time. A really authentic one at that. One issue that I experience however, is one of the camera change colliders is misplaced and my character is nowhere to be seen so I had to use echolocation to go back to the screen. Took me quite a while but finally got back to the camera and trigger the collider correctly
Camera trigger issues are certainly something I should've taken care of when doing bugfixing.
Right now it so happens that if two camera triggers are close by, the player can enter area B while still being in area A, then leave area B. This way, the OnEnter event for area A doesn't fire up, and the camera stays active for the second trigger, and you lose track of your character.
And the fix is somewhat simple - I only needed to add an additional event for when player leaves the trigger area.
That's probably the first thing I'll fix when jam ends.
Thank you so much for playing and for leaving feedback!
Your game has the same vibes of a game I played on the PS1 a long time ago. It's creepy enough to be included in this game jam. Congratulations.
Yeah, I tried to at least have it play similar to PS1 survival horror classics. I'm glad if I was able to achieve some of that feel.
Thank you for playing!
It's a small detail but I did love the momentary pause on camera transition. Game controls well and the animations feel smooth considering it is the old RE scheme.
That delay is totally not intentional and it probably has something to do with shader compilation in Godot. But I'll think about using it as an artistic effect in the future :)
Thank you for playing!
Ohhh, I thought it was intentional because it happens in the old Resident Evil games. I believe it is actually a Godot shader thing yeah. Our programmer said it’s being fixed or something though apparently.
It's fixed in 4.5, but not for the web builds, unfortunately. Web builds suffer from shader stutters the most.
I loved the aesthetics and the effects inside the game. The character animations were also very satisfying. The controls were really hard though, but luckily the box blocks the monster's path so I can shoot it. One thing I was confused by was the box doesnt come up the elevator with you so I got lost a bunch trying to go back to get it.
Overall, I appreciate the difficulty that the controls and camera angles provide to the game, and the special effect of the box revealing the true textures of the room was genius.
I only discovered that issue with the box not taking the elevator together with player character thanks to comments here.
Now I've fixed this issue in bugfix 1. I definitely should've thought about this earlier during development.
Thank you for playing!
The graphis are great. I know that the switching of the camera angles is also part of that ps1 style but it is really disorienting.
Yeah, it also might be that some of the camera angles I chose weren't the best in terms of providing a clear grasp on the location. But I tried to make entrances/exits to be visible as much as possible.
Thank you for playing and for your feedback!
Oh no, it's my greatest fear--the old Resident Evil tank control scheme! 😂
Great throwback to the classics of the fixed-camera period, including Alone in the Dark, Fade to Black, Silent Hill, and others. Very cool graphics. The gameplay is tense and frustrating, but I realize that is by design.
Note that the "Restart" button (after Game Over) was not working for me.
That's a little bit weird, didn't encounter this bug before! I'll definitely investigate. Could please you tell me, were you playing with keyboard or with a gamepad?
I didn't intend for the game to be significantly frustrating, but this is what turned out in the end, I guess :)
Thanks a lot for playing and for your feedback!
I was playing with the keyboard.
I don't think there was anything wrong with your implementation. Fixed-camera perspective and tank controls will always be frustrating. It's a great piece of gaming nostalgia, though.