PLAYTIME by Dark Dungeon Studio
Playtime is a horror stealth game where you need to sneak, hide, evade and search until you can leave the dungeon.
You are a thief, that stowed away in a barrel on a ship, however, you didn't know that you'd end up in a place like this. You were discovered by a large fat monster in the depths of a dark dungeon, and now you have to keep it alive and trick it to let you out.
The way out lies behind the weight activated lifts found in the dungeon. Only the monster weighs enough to trigger these lifts. You need to lure him onto these in order to open the door to the next levels, and to freedom.
Levels: - Main Menu - has controls screen - Level 1 - Easy - Level 2 - Medium - Level 3 - Hard - Escaped - GameOver
Controls: - W: Forward - S: Backward - A: Strafe Left - D: Strafe Right - Space: Jump {Noisey} - Left Shift: Sprint {Noisey} - Left Ctrl: Crouch - Q: Hold Breath - Left Click: Activate Levers to disable traps or open gates.
Mechanics: - You can hide in dark alcoves in the walls, watch the "eye" symbol to ensure that you're hidden from sight. - If you're hidden in shadow and the monster gets too close, Hold your breath [Q], to keep quiet. - You can only hold your breath for up to 10 seconds before you automatically exhale and he will catch you, if he or you haven't moved away. - Keep your eye out for traps, some are highlighted with runes on the floor. - Traps will kill you instantly, and you will have to restart the game. - Traps can kill the monster and you will also lose the game. - All traps can be disabled if you can find the correct lever - All levers does something good, so be sure that you activate them - The lifts will only activate once the monster stands on them - Jumping down the elevator shaft will kill you, and you will have to restart the game - Once the elevator has gone down below, you need to find the stairs leading down. - Don't let the monster catch you, he will kill you and you will have to restart the game.
Traps: - Spike traps: These are only on the floor, some are highlighted by runes. - Fire Traps: These are on the wall and the floor, and can be spotted by little black nozzles sticking out of a surface
Bugs: - Monster hooks on corners of walls and objects, but not permanently, just moves slowly - Monster voice triggers too often - Pressing the Shift key triggers the monster to hear you even if you're not running or moving.
Improvements: - Monster/Player could use more health - Monster spots you too quickly if you're in his forward line of sight - Lighting and post effects - Lever doesn't have audio yet - Levers are very difficult to find - Options menu with a brightness slider
Assets used: - InfinityPBR: Dungeon - PROTOFACTOR, INC: Ogre Model and animations - John Leonard French: Endless Cave Ambience
Self made: - Voice for the monster and player - Game programming and mechanics - Story and concept
Change Log: - Updated logo, splash screen & name - Uploaded Mac & Linux builds - Updated links to point to itch.io
Builds: - Windows - Tested - Mac OS X - Not tested - Linux - Not tested
Ratings
| Overall | 2016th | 3.119⭐ | 23🧑⚖️ |
| Fun | 1984th | 2.929⭐ | 23🧑⚖️ |
| Innovation | 2011th | 2.857⭐ | 23🧑⚖️ |
| Theme | 2096th | 3.136⭐ | 24🧑⚖️ |
| Audio | 965th | 3.286⭐ | 23🧑⚖️ |
| Humor | 1944th | 2.026⭐ | 21🧑⚖️ |
| Mood | 1199th | 3.409⭐ | 24🧑⚖️ |
| Given | 18🗳️ | 23🗨️ |
The voice work in this is pretty creepy, nice work.
@ashashza and @twistashio I realized afterwards that the levers are quite difficult to find in the dark.
I was planning on adding in some voice narration for the player as hints on what to do, unfortunately I didn't have quite enough time.
Otherwise I'm glad you enjoyed the game.
P.S. even I struggle on the last level a bit and I know where everything is :sweat_smile:
Thank you for the feedback.
I think I will continue working on this.
I'd like to make it a first person narrative and add a nice introductory/tutorial level.
There's one trap that wasn't marked by runes on the second level, it's near one that is marked.
I will have to mark it as well, or come up with a different way for the player to discover traps.
Like someone else said, restarting from the very beginning is punishing and I gave up playing after I died on the second level for the second time.
Overall a good entry, just needs a little polish to iron out some of the kinks.
You can hide from him in the alcoves in the darkness, then he'll lose track of you.
@miltage
Yea, I will add in a options menu in the future which should help with this issue.
I wanted to make the game that you can hide in any shadows, but only got around to doing the dark alcoves.
Thanks for the feedback, I appreciate it a lot.
The eye at the bottom of the screen will have a line drawn through it when you're hidden.
When I get around to making changes I will let post here. :smile:
Thank you for having a go at it.
The theme plays in where you have to actually keep the monster alive, by disabling traps or distracting him before he falls into them.
Even though the monster is your enemy you can't escape without keeping him alive. :smile:
No worries, I originally planned to add a voice narrative in, but I ran out of time.
Thanks for giving it a go though. :smiley:
Yea, I crunched this out on my own this jam.
Thanks, I appreciate the warm comments. :smile:
Thank you for giving it a go.
Unfortunately there wasn't enough time to make my own models, textures and animations on my own.
The voice acting was really fun to do, and had a blast creating the mechanics.
So much more I want to add in the future :smiley:
*Tip : Upload some screenshots on your ludum dare submission page and its better if you host your game on websites like itch.io so that people could see some screenshots and even a trailer*
Thank you for giving my game a go.
I appreciate the feedback.
I originally planned on using itch.io, I will upload upload some pictures soon. :smile:
Thank you for giving my game a go, I really appreciate it.
I will be adding in a brightness adjustment bar in an options menu, as the game was developed according to my PC's brightness. It passed me by that the brightness will differ on other machines.
The pathfinding got a little wonky because he's so big and I was unable to fix it in time, but will be one of the first things to be corrected soon.