In Deep Hour you play as an overworked salaryman trapped in the haunted depths of his office building long after everyone else has gone home. Inspired by the eerie liminality of the backrooms, the building stretches into surreal, endless corridors filled with ghostly remnants of corporate burnout. Armed with only a flickering flashlight, you must venture deeper room by room, using light to capture restless spirits. Face your fears, and descend into the depths of your own exhaustion... if you dare clock out.
I liked the graphics, gameplay and atmosphere. Especially the mechanics of sucking in ghosts. But animations not very good. What did you use for animations? Something native?
@yuri-antonov Thanks for playing; The character animations are a mix of rigs done in Spine2D. And some animated props and the animation for the big monster was animated inside Unity. I personally think the animations are quite good, definitely not something I could accomplish myself yet haha
@phasmantic Thanks for playing! This was my first go at designing a layout of levels with some proper level design procedure put into it. I definitely think it could be better, but good for a jam game :)
The game felt polished and satisfying to control. The text could use a little more work or personality, but maybe I just misinterpreted the dialogue style. The art looked great and items and characters were very intuitive to understand and readable.
Seriously one of the most polished games ive seen so far. DAMNN, in terms of feedback I will say i was confused on how many ghosts I had to beat, i didnt know i did not need to take out the little guys. I love love love the chase when you run out of flash it gets intense. this is def one of the best!
@engoneer Aww, that's so nice to hear, that's deeply appreciated :) I definitely agree with your criticism; I think the part that needed improvement was the game design and the core loop the most. I'm glad you like the chase when you run out of flashlight, I think it's a great experience too :)
The art is very nice, player is especially good his animations are smooth af. Music went good with the vibe of the game as well. Gameplay was aight but mashing space-bar became a drag, I wish there was a way to mash faster. Maybe mouse 1 and 2?
This game feels like I'm back in the Xbox 360 Arcade days, in all the best ways. That being said, the ghost capturing/destroying mechanic could be improved on. Hammering my spacebar to destroy or capture the ghost feels like I'm fighting my immediate surroundings in real life to continue. A more zoomed out camera for some areas would have been nice, especially around some of the corners.
The artwork, animations, movement, lighting, and interface is dripping with awesome. The best compliments I can give this game is that it appears to mix Alan Wake + Luigi's Mansion + Castle Crashers. Well done. :)
@oxnh Thanks for playing, yeah I agree that the main gameplay loop could have had something changed like an alternative to the spacebar QTE. Or, add something extra to it so there's more variance required from the player instead of clicking immediately at the enemy to win. I'm glad you like the character smoothness, they are amazing :)
Super neat art, looks very profesional. Sound effects are matching the mood very well, even the music getting more intense (altho it might be just coincidence, but I will give bonus points for that anyway). Gameplay itself seemed a bit repetetive, but exploring the hallways made it interesting and varied.
@trevor-lentz Thanks for the huge compliments! I definitely think that the core gameplay loop has some feelings of repetition and could be improved on be be more dynamic and interesting. I enjoy you think it feels like the xbox 360 days, haha.
@fancyreckless Thanks! Yeah my whole team are professionals at their craft so its helped a lot in that regard. I agree the core gameplay loop is repetitive and could have been more dynamic; will consider that for future projects :)
@palvel Thanks for playing! Yeah, the camera could have been zoomed out a bit further. that, or have more options to look ahead.
@morepixels True, I think the camera could have been zoomed out a bit further or have more options to look ahead with the mouse or movement direction, etc. Another option might have been for the ghosts to react with some sort of idle animation before attacking so their position is more explicitly shown to the player beforehand. Thanks for playing!
This was fun! I liked the graphics and the audio. My only slight problem was mashing the space bar, it felt a bit awkward/clunky personally but other than that I had fun :)
@coderaurus@r8teful Thanks for playing! I definitely agree with your criticism; I think the part that needed more work was the game design and the core loop so that it can be more dynamic and interesting, will take the advice into the future :)
Really stunning visuals, super well polished especiaslly for a weekend jam game. I did eventually get a bit bored of the capture mechanic but I think if this was developed further I imagine you could develop a lot of extra interesting layers to it.
@blackcat508 Thanks! Yeah, we were exploring some ideas, but decided on just mashing. I'm thinking that a different approach instead of a QTE would enable to explore some more unique ideas with the combat loop, but we settled on a mash QTE for the scope of this jam.
@yanato Thanks for playing! Yeah it's indeed kind of spooky, especially when running out of battery :)
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I love ghostbusters)
I definitely agree with your criticism; I think the part that needed improvement was the game design and the core loop the most.
I'm glad you like the chase when you run out of flashlight, I think it's a great experience too :)
Nice, to see SkywardRiver refer the game, he's an awesome dude.
The artwork, animations, movement, lighting, and interface is dripping with awesome. The best compliments I can give this game is that it appears to mix Alan Wake + Luigi's Mansion + Castle Crashers. Well done. :)
Didn't like it: small camera view.
Matching the theme: medium
@trevor-lentz Thanks for the huge compliments! I definitely think that the core gameplay loop has some feelings of repetition and could be improved on be be more dynamic and interesting. I enjoy you think it feels like the xbox 360 days, haha.
@fancyreckless Thanks! Yeah my whole team are professionals at their craft so its helped a lot in that regard. I agree the core gameplay loop is repetitive and could have been more dynamic; will consider that for future projects :)
@jacky-san Thanks very much for playing!
@palvel Thanks for playing! Yeah, the camera could have been zoomed out a bit further. that, or have more options to look ahead.
@morepixels True, I think the camera could have been zoomed out a bit further or have more options to look ahead with the mouse or movement direction, etc. Another option might have been for the ghosts to react with some sort of idle animation before attacking so their position is more explicitly shown to the player beforehand.
Thanks for playing!
Congratulations to the team. I think this is a very solid entry.
Enemies have a good amount of variation. Maybe some of the more busier rooms would need more space to run around and dodge.
I wasn't a huge fan of button smashing, I think you would get better game feel if you could just keep the spacebar pressed to keep sucking.
Well done!
@yanato Thanks for playing! Yeah it's indeed kind of spooky, especially when running out of battery :)