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(+2)

I think I see what you were going for here. I really like the darkly lit, maze-like levels, and the insanity meter similar to games like Eternal Darkness is a great mechanic to tie into the theme. I think this game could work better with some minor gameplay tweaks and a little more work done to make the stress meter matter. I didn't really understand why jumping would cause my stress level to rise, and the punishment for filling up the meter just being rising up for a few seconds didn't really make sense to me. Also, the lack of checkpoints discouraged me from continuing through the levels, especially when falling on spikes is an insta-kill. Personally, I think employing some sort of visual layover with a shaking camera the more the stress meter rises would make more sense and make the gameplay more tense, and dying should at least boot you back to the last room entrance instead of to the start of the game. Also, I know this may be difficult to implement, but sound design plays a big part in these types of games, and I think some sort of background noise that grows more chaotic the more the meter fills up would've greatly benefited the game as a whole (I'm lucky enough to have a friend that usually handles that stuff for me, and I would have no clue where to begin without him, so I get that might be difficult to implement if you don't have experience in that area). Despite my problems with the game however, I think you've got a lot of potential to work with here, and I encourage you to continue to develop it past the jam and improve it!

Thank you for your comment. I know that my game have some things that could be done better, but that is my first game jam and I was worried that I will not finish my game before time ends.

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Totally get it! Only meant to criticize constructively. My game's got plenty of problems I wish I could've fixed before the deadline, heh. Jams are a great way to learn things and grow as a designer, and I hope you'll continue to participate in them and hone your skills! :)