Enter The Labyrinth: 36 Chambers

Enter the Labyrinth of 36 Chambers.
Will you get lost or will you persevere and succeed?
One gong equals level one. Two gongs equal level two. Three gongs equal level three. Four gongs lead to the end.
8 exits deliver 8 signs.
Wise or lost ones may use pencil and paper.

Tags: #atmospheric, #difficult, #experimental, #first-person, #lo-fi, #minimalist, #nonlinear, #walking simulator
Genres: puzzle
Comments8


rakart6 Dec 2017, 16:17
So I finished it without pen/paper but it was not the funniest thing.
The game is cool, design is really good but I feel it lacks a bit of gameplay.
Audio did not bother me, it was pretty good actually. The mood was also really well done.
I don't really see any relation to the theme.
Congratulations on the entry tho !
The game is cool, design is really good but I feel it lacks a bit of gameplay.
Audio did not bother me, it was pretty good actually. The mood was also really well done.
I don't really see any relation to the theme.
Congratulations on the entry tho !
SG Alin6 Dec 2017, 16:46
it's fun.
bitsandcrafts10 Dec 2017, 12:16
Nice mood with the graphics and audio. Good job.

hiki91110 Dec 2017, 18:31
even after realizing what's going on and how to play the game i want to say that it has lack of feedback for user input. Maybe it's a good idea to show some interaction cursor when user focuses on red doors, also IMO character could move a little bit faster. interesting concept, but require more polishing. It doesn't feel as fun as for example Antichamber.
adhesion10 Dec 2017, 20:15
Cool vibe - I like the graphical effects and the sound design, and the audio cues were a nice touch. I made it out once but the gameplay/text puzzle weren't compelling enough to keep me playing the game. Seconding the idea for being able to map it yourself in-game, that would definitely be cool.

Kodiqi11 Dec 2017, 06:23
The atmosphere of the game is good, even though the graphics and audio are fairly minimal. The gameplay is quite simple, so I feel it needs something to give the player some kind of agency within the world, rather than just repeated attempts until they memorise (or stumble upon) the correct path. A game like The Stanley Parable uses the narration to do this. You could do it with text instead, as recording the voice within a jam timeframe would be difficult. Otherwise, even a tally of your failures would give the player a bit more feedback and sense of investment into the game, making them want to reach the end more.



I'll also add a little problem I have with the sounds in general : the little interference sounds seem intended, maybe for immersion ? But I didn't quite like them in the end...
Then the gong sounds are not that easy to distinguish, it could use more clarity. I still love the concept of needing to listen to the audio clue, compare with the mapping and figure out your next move! I'd love a more developped game on this prototype!