Miss Eyesore by Filip Bergkvist
Miss Eyesore is a 3D Survival Horror game set in an underground bunker.

The tunnel out collapsed, and the door system went haywire. Now stuck in the bunker, you must keep the generators running long enough to get rescued.

If you don't keep them all in working order, things will go wrong. Explore the bunker and learn it's layout for maximum efficiency.

In the bunker with you resides Miss Eyesore, who will hunt you down if you get to close or venture into the darkness. Keep all doors to dark rooms locked, or else... she will find you.

As you play and sectors get locked to keep the monster at bay, your area gets ever smaller and your power meter lower. Good luck!
WARNING: This game contains flashing lights, loud sounds and jumpscares.
Graphics and Music are made entirely by us, as well as most audio, but not all. We did not opt-out of Audio since most of it is still recorded by us and almost all audio is mixed or layered.
Controls
Walk around with WASD and interact by clicking on objects. A prompt will be shown when clicking is available.
Versions
v1.0 Is the submitted version to Ludum Dare. Use this version if you want to rate us fairly on ldjam.com.
v.1.2 mainly fixes some bugs and makes the game more fair. However it was uploaded after the deadline, and therefore does not replace the original version
The WebGL version is v1.2.
| Windows | https://filipbergkvist.itch.io/miss-eyesore |
| HTML5 (web) | https://filipbergkvist.itch.io/miss-eyesore-webgl |
| Original URL | https://ldjam.com/events/ludum-dare/42/miss-eyesore |
Ratings
| Overall | 203th | 3.773⭐ | 66🧑⚖️ |
| Fun | 613th | 3.206⭐ | 65🧑⚖️ |
| Innovation | 836th | 2.944⭐ | 65🧑⚖️ |
| Theme | 765th | 3.297⭐ | 66🧑⚖️ |
| Graphics | 175th | 4.109⭐ | 66🧑⚖️ |
| Audio | 131th | 3.766⭐ | 66🧑⚖️ |
| Humor | 888th | 1.83⭐ | 46🧑⚖️ |
| Mood | 36th | 4.133⭐ | 66🧑⚖️ |
| Given | 45🗳️ | 63🗨️ |
4.5/5.
And, surprisungly, this is exactly what the game I worked on intented to be, by the way XD. Though my one lacks gameplay and has balance issues due to bad time management. (Yep, PRing my own LD entry in comments section).
/Daniel dev
I guess I really have nothing negative to say about this game.
Overall very well executed concept and nice way to view the theme! I had a horrifyingly great experience. Excellent job!
It seems that whenever you attempt to close door there is no chance to escape the inevitable Eyesore..
Very Effective atmosphere with the sound-design!👌
Optional Suggestions:
- Color Coordinated Rooms or color/number lanes
- Overlay text on generators: Instead Symbol cue + numeric % progress..
- I would as a Strat. to close all doors at main and hoping to at least let the demon gave chase around the table (a mini-game of confront demon?, Very slick and fast enough that you need to track-it moving of its 'phantom - silhouette' or it will fail then trigger the jump-scare); Instead it's railed-jumpscare(nice execution!)👍
First, the game is beautiful, there are only a few assets and textures (which is normal for a 72 hours production) but the lighting makes the job, it makes the environment stressful along with the sound effects of the alarm, the generators, etc... The only thing I would say about the sound design is that the music sounds more like a reflexion puzzle game. I, personally, prefer ambiant sound than music in horror games, but it doesn't bother me if there's one, however this one was not accurate in my opinion (though it didn't reduce the game quality !).
But after a few games I was almost lost, not completely understanding what I had to do and how. Even if the introduction texts give the game a little interesting storyline, I read it between the lines to be honest because I don't really want to play a horror game to read long texts. That's not really a bad point, that's my opinion, but maybe you could've gone a bit faster to the point, with less text ?
I eventually figured out how the game was working, and from that moment I could really enjoy it. Walking through the corridors is scary, the monster and the way he catches you is frightening, but the thing that's very terryfying is that he seems able to catch you from almost anywhere, so I had a feeling that the game over was kind of random. I know it's not, but sometimes (not often, just a few times) I was like "how the hell did I lose right now ??"
Also I like the use of the theme. When I realised the use of closing doors giving access to broken generators I was wowed by the idea, which is simple but perfectly fits the whole thing ! Good job on that. And one thing I would have not do, is showing Miss Eyesore in the main menu. Not knowing what the enemy looks like makes it even more scary :p
To conclude, this was a truly enjoyable experience, a very well ludum dare game, and a good little horror game that could be extended to become an incredible one ! And if my feedback is a bit hard, well this is simply because I liked the game and I think there's a potential (but don't worry I know making AAA-games in 3 days is hard haha) ! Great job to the team :)
Lighting was a big focus for this game, I spent way too much time getting the lights and materials to look right, but I figured that either they would look good or the game wouldn't be engaging.
The music part is something that we might look into. We had a friend make the music with no other involvement in the project because he was busy, but now after the jam we might give him a chance to make new music while knowing what game we are making haha.
The amount of text has been severely cut. In hindsight it was just ineffective to both tell the story and explain the gameplay in the same text. We have since divided them
The "how the hell did I lose" scenario was something I realised a little too late. We have now added a hint system when you die, telling you how and what to do to fix it.
Thank you for getting the theme in this :D While not working as well as we intended, we also like the idea of closing off areas as the game goes along.
The monster on the main menu is also something that we thought about. When people try these jam games they are quick to get a first impression, so we wanted to make ours count, but I absolutely agree, and we thought this through hard before going with it. The idle animation on that screen is kickass though, if I can say so myself...
You feedback was not hard at all, thank you very much for playing. I will check out your game and try to do the same to you c:
Also I know that I am talking about changes we made after the jam, so they don't apply to the rating, just letting you know that your criticism is very appreciated because we want to improve it.
I can indeed get why you decided to show the monster in the menu, I didn't think of that reason when I was giving you my feedback, but we can't forget that we're participating to an event where we eventually publish our games and try to attract as many people as possible to have reviews. But it's fine if you agree with my point haha
Hope I'll have the pleasure to play the game again once you're done with the updates ! :D
It’s unbelievable that we got so many great reviews!
Awesomely done, team. It feels amazing. True horror
- Scary as hell.
- Lighting, models, n environment are well done.
- Sounds and overall mood are fitting.
## CONS
- Gameplay confusing
- Unforgiving, makes it difficult and frustrating
- Gameplay alone makes it hard to pick up on what you're supposed to do to avoid the monster
Fun because it's scary but after you play it 2-3 times it looses its oompf
By the way please feel free to leave us some feedbacks on our game!
I'm really enjoying the game but it's too hard to ever win.
You said: "I found the game to be too easy" in Patch 1.2.
I suggest adding difficulty levels instead of tweaking the difficulty of the game itself.
Oh, and I think the lights above every door should indicate at least something instead of just being there.
Looking forward to your next updates!
I did really enjoy the monster design.
Anyway, if you want to see the rant here it is: https://www.twitch.tv/videos/298013773
Great work on the mood, graphics and sound - the level design is a little bit simplistic compared to those ;-)
(and thanks for the web version, runs great!)