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A jam submission

Late Night ShowView game page

A game made for GameDevTV October 2025 Game Jam
Submitted by green_pan — 44 minutes, 40 seconds before the deadline
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Late Night Show's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#1302.7272.727
Theme#1372.7272.727
Story#1452.1822.182
Mechanics#1652.3642.364
Overall#1652.5452.545
Aesthetics#1772.6362.636
Sound#2002.0002.000
Music#2141.6361.636

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Yes, the ones provided with the jam, free assets from Unity asset store and from freesound.org

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Comments

Submitted

I didn't play Resident evil, but it reminded me of alone in the dark too. I had a bit problems with the controls, but the gameplay isn't so fast that it mattered. Nice entry

Submitted

As a Resident Evil fan, I applaud your decision to make a survival horror game — those can be pretty tricky to get right! Overall, the game is really good; the only thing I didn’t quite like was the running speed — it felt way too fast haha. Other than that, it was very entertaining! :D Cheers!

Hey — really enjoyed playing Late Night Show! The late-night horror talk-show setup brings a fun and fresh blend of suspense and humor, which is impressive for a jam entry. The visuals and sound design added a strong atmosphere, and I appreciated the pacing of the tension build-up. One suggestion: sharpening the control response could make the scare moments land even stronger.

If you’ve got a minute, I’d love if you could check out my game and leave a rating: https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3971977

— thanks so much and best of luck in the jam! 🎃

Submitted

I'm a Resident Evil fan and this game is on point. Just need some tweaking for the aiming controls (a specific button to switch between targets like in the older tank control resident evil games) also I'm not sure if the fps is intentionally capped tfor artistic purposes, but the game would have benefited from running in higher frames. All in all, it's solid game and I enjoyed it :)

Submitted

Great old-schoolish entry with Resident evil vibes.

Submitted

The visuals are good but there are a few issues with the game. The movement, aiming and shooting feel really awkward as the camera position is fixed and the player movement controls keep changing with direction. The door transition feels long and repetitive. If the enemies get close enough, they don't take much damage and keep attacking. It was a decent attempt and a cool setting. With a few fixes, it could be a lot better!

Submitted

The atmosphere was very well done! Awesome work

Submitted

Nice old school PlayStation vibes here!

Few comments:

  • All of the assets are quite detailed, while the character and enemies are not. This inconsistency is constantly recognizable and make you feel not well. Consider sticking to the low poly simple texture or the high high poly detailed textured. Consistency is way more important than how the individual assets look. The quick solution is to get back to the blender, ad subdivision modifiers to character and enemies models and export them back to the engine.
  • There is no shot impact effect at all, so it is super hard to get if you missed or not. Consider adding at least sound effect for the enemies when they get damage, should be easy as you already handle hits.
Developer(+1)

Thanks for the comments Ilya!
The art concept kind of had to go out of the window, together with half the game 😅 Originally I had an idea to keep characters and enemies in a low poly style to give player a hint of what's real and what is a decoration, as the amount of bullet was supposed to be finite and player was expected to be in situations where they would need to think about what is appropriate to shoot (like some decorations would be moving, but they would be not that well visible in the darkness). But, since I had to gut a lot of stuff, I didn't end up executing well on this idea (or perhaps it just wasn't a good one). I am thinking of implementing the stuff I didn't manage to after judging ends, but for now I added hit sounds as a quality improvement, as there is a hit animation on zombies, but my whole animation state handling is somewhat janky and should be reworked, so perhaps you ended up not seeing it on your end.