[Headphones HIGHLY recommended, volume all the way up]
[CONTROLS: WASD for movement (post-compo: left mouse button to use flashlight]
[GOAL: stay alive by finding light, or else you'll be swallowed by your torments in 10 seconds (post-compo: you will hear heartbeats at every second, and your heartrate increases if you are reached by your fears]
UPDATE: I kept working at some fixes and improvements for the two days after the compo ended. If you're not voting for the compo, I TOTALLY ADVICE you to try the post-compo version that I've uploaded.
About the development during this LD27:
What can I say... Not a very jolly weekend, you know. Since months ago, I had planned to dedicate myself entirely to this compo, which is my first ever, by the way. But things got a bit messed up in my personal life the very pre-LD friday. So here is the result of that. An overly-emotional game, made in a few hours while dealing with actual real-life pain. Certainly, that pain permeated into the game's mood. I hope you can, at least, find something good about my entry.
Sorry about my accent. I tried my best not to sound too awkward... and failed ;-)
QUESTION: I've used Unity. I've uploaded the scripts only as the required sources. Is that ok?
@Ghostik My flat's walls are like cardboard, so yes, my neighbours must have flipped out :-) Still, I did not shout as loud as I would've wanted to ;-)
@Lars Faust I didn't have time to add more gameplay. Definitely, I was more focused on the story-telling than the actual game... my bad. However, I have plans on adding some mechanics after the jam.
Just to explain things out: you die after 10 seconds of not grabbing the light. At least, that was the original idea... but sadly, I didn't have time to code that for the compo. If you wish to see what the game should've actually been about, please play the Jam build :-) (but play the compo build for judging, sure).
good speaker... damn good sound... graphics are not bad for such a nice setting... but I fail over and over again by entering the room left after entering the house ...
Personal game and a personal touch, we like! +5 for sound and mood! Great that you made the voice over, that was what kept me playing! :) Hope things work out good with the real-life thing!
as it as been mentioned, good work with the camera and mood! I really liked the way the camera followed the player in a kind of smart way, sometimes camera behaviours piss me off lol urs was really solid
Really really like what you did here. Great atmosphere, great story telling, and I actually found the accented english completely acceptable and strangely fitting, quite frankly you speak it better than a lot of english people I know :). Very high scores from me good work!
Very interesting game. The ending freaked me out quite a bit, though I'm still not sure it had properly finished before I had to close it out of paranoia that it would completely terrify me. I read your notes on this page before I played the game, and whilst I was playing I felt as though you were communicating your own story to me, and it felt very 'connected'. I think that's a good sign of an artist. Sorry to hear about whatever happened in your life, and I wish you the best.
M
Martin_Monosys1 Sep 2013, 19:24
Wow, the voice acting puts quite some emotions into this, that's rather powerful. Sounds a bit like a manic depression or something like that... Not a bad game, strong mood, even a bit creepy.
Excellent work, very impressive mood! The camera implementation was really great, and your voice acting really added a lot of weight to the game. Sure, there was not much "game" in there, but it was impossible to not go until the end. A job very well done!
Oh man, awesome presentation! Even though the gameplay lacked things, you got me hooked to it with the voice dialogues and all. Didn't know what to do after entering the red room, though. I suppose that was the end, yeah? Kept hearing the voices even when the screen turned black after that.
That was weird. But in a really good way. Very moody and creepy! :) The controls and mechanics were weird, but I feel like it could turn into an interesting game.
Yay personal games that are actually about things! Ludum Dare could use more of these IMO.
I am not sure whether you intended the ending to be an infinite black screen with breathing noises in the background, but I certainly hope you did because it was intimate and bizarre and cool.
Reminded me of Alan Wake.. I would appreciate fade in/outs in the voice-over. Also was not if the background noise was intentional or not. Nice mood overall!
Good work!