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What happens when you scratch and scratch and look beneath the surface? Does it reveal our true selves? When we are locked underground in a dimly lit dungeon, is it not a reflection of us, and our struggles?
Play my game and find out!
I went a little out of my comfort zone with this entry. It's very much a story, with maybe a little metaphor thrown in. I hope you enjoy it, I definitely enjoyed making it and learned a lot along the way!
Downloads and Links
Ratings
![]() | Coolness | 100% |
#464 | Mood | 3.09 |
#473 | Theme | 3.35 |
#520 | Graphics | 3.22 |
#758 | Humor | 2.17 |
#999 | Overall | 2.71 |
#1022 | Audio | 1.50 |
#1037 | Innovation | 2.39 |
#1155 | Fun | 2.16 |
Comments
Feels like making a simple turn in the dark takes too much trial-and-error, and the text goes by too quickly unless you frequently pause your normal walking pace (making them feel unimportant, even though the text is most of the story), but I like the ambience of it, and I like the idea of using a series of hallways as a metaphor.
This game is very deep not bacause of all the stairs but because of the meaning it has: very well done.
I really enjoyed playing this game. The distances werent that long though, it could have been much longer, don't be shy playing with the player's frustrations and make his life too easy! ;)
Good mood. I didn't think the text stayed on screen long enough though. If I kept moving it went off before I could read it sometimes.
Loved the ending, loved the journey. Sound must improve a ambience a lot
Huuuum, a philosopical game... I leave this comment and I'm going to think about it... Mmmmmh...
Very nice graphics, but you could have turned down the lights even more for my taste. Text messages should stay longer/be replayable somehow. Still, a very good effort. Just needs some sound/music! :)
Very cool, except some moody music would've been a plus. Was there? Still, very deep (har har) and cool. Also, graphics were really cool too.
I liked the game, it was a bit short-lived. The text was interesting...
Great concept! Only the dimensions of the hallways don't fit the story I think. The hallways should be longer and sometimes higher/wider to truly trigger the described feelings.
The text doesn't last long enough unless we stop moving to read it. You should make it disapear based on a timer
I like graphics, and it's like a mix between a text based game and a dungeon crawler. Nice :)
Text should be bigger though or have a black background, it's hard to read.
Very nice dungeon-crawler. Pretty linear, but it has it's charm. Anyway, a pretty decent game. Much can be done to make this a full game.
I have to retract my previous statement about turning corners feeling like trial and error. I've been fiddling with my computer brightness lately so that's my fault.
That was good, a story with a beginning, middle and solid ending. I liked it! A good use of limited resources backing up a plot.
The thing that I can see improving is the time the text stays in the screen. At first it dissapeared before I could read it all. Later I realized if I don't move, it stays on the screen.
I really like the way the dialogue is done, its well paced and allows you to just stop walking if you want time to read it. Solid graphics for 48 hours.
The unity web player does not play on linux. Can you please release a linux binary?
First of all, congratulations on going outside of your comfort zone. Seriously, props to you.
The dungeon elements, though repetitive, worked well with the claustrophobic atmosphere you created. However, possibly due to this being the first story game you've done, I feel like there was too much text telling me how I was supposed to feel. In this case I didn't think I was controlling some sort of in-game personality, like you do when you're playing as a character in a Final Fantasy or Tales series game, for example. I felt, essentially, that I was supposed to be playing as myself, since the game was first-person and there weren't much in the way of markers for the narrative voice.
But then, I was told how I should feel upon finally coming across the yellow cube--and each crest of the terrain--rather than simply getting to feel it.
And the thing is, without the narrative cues telling me how I'm supposed to feel and react, there's not much game here. Yes, I'd feel all the things you wrote out: "Okay, can't get through this door, got to go down. Great. It's a cube." But, I guess the question is... if you're just telling the player how they already likely feel about the mechanics of the game they're playing, what are you as a game creator adding to the experience?
Excellent job on everything, especially the graphics. I liked the titles a lot too.
Great job! At first, I didn't think I would get a feel for it, but you kept the anticipation going with the narrative so well, I had to keep playing until I finished. The mood was great, kept me hooked, but the metaphor was a little heavy, and for some reason when I looked I couldn't walk and vice-versa. But, all in all, a fantastic achievement for 48 hours! :)
For some reason I thought the dungeon looked more like an assortment of hotel corridors ;) Anyway, well done!
Interesting text serving an interesting take on the theme. Reading other comments I was thinking about what music would fit and I realized I like the silence. But even if the game's mood is already pretty strong, I agree with others that it coudl greatly benefit from darker lighting and longer distances. A good entry nonetheless. Good job!
How was it worded? An open door is the easiest to go through, even if it doesn't lead where you want to go? Pretty deep.
Needs some challenge or tension, preferably in the first 30 seconds. Long hallways can raise suspense, but only when there's some kind of pressure or danger.
Hi Jason! Nice idea! Very good job for 48 hours. Some music in game would be nice but I noticed music is missing after I finished the game and saw Audio category during rating. :)
Cool atmosphere. I liked the graphics as well. The mouse sensitivity was extremely high for me which made things difficult to control by default. Some of the text that popped up disappeared a little too quickly. Also, I think some background audio would go a long way toward solidifying the experience.
I wouldn't have added any colliders to the torches, since bumping into them just means you get stuck (I read some of your post-mortem). I would also make the messages stick around longer, I often couldn't read the entire message. The script could be better, but the art is great.
Wow! This is a very deep game...
The storytelling of this game is very good, I liked the great metaphor that this game tells to the player.
Some audio might've been good, though... But, overall, playing this game was a great experience for me!
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Sadly the web player doesnt work for linux, will you please add linux binaries? Looks interesting.