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So there was an exit after all. I couldn’t figure it out, but maybe I’ll give it another try. Really looking forward to seeing what you create next!

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Yeah, getting the challenge to frustration ratio might have gone a bit wrong on this one! :)

There's a pickup in the level that goes with the broken power box, but only when the power is off (other wise you get electrocuted!) , and there's no active fire (that's a one time event btw) - then reconnect power to green (  they'll be a green light at the end of the tunnel too)

I actually made the conscious decision to keep the UI clear of prompts too! Lesson learnt :)

Hope you don't mind the mild spoilers, but our time is precious, and there's nothing worse than a 'frustrating' game loop!

Yeah, it’s a cool design choice for keeping the UI clean, but it definitely makes the game design tougher. I’ve learned a lot about design from this jam, too. Nobody could finish my game without hints, so I ended up uploading a walkthrough on YouTube just so the judges could see that there is an ending to the loop.

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Sneak peak at what's in the pipeline, straight off the back of the jam. 

I ran out of time for implementing a proper main menu system, so worked on this (start opens up basic level with a metahuman character, true first, third, and silent hill style fixed/track camera logic)

I'm playing with the idea of an Expanse (the books/show) style search and rescue/logic puzzle level solver, set in a region of Lovecraftian style space beyond the Hagstone station gateway.

Also, well done on the menu demo—it sets up the atmosphere perfectly. I’d love to see the puzzles when they’re ready. If you need any playtesting, I’d be happy to help out.