Into The Nightmare by snk
PLAY WITH HEADPHONES!!!
At the end of the day you just want to sleep so you take pills.
But those pills are giving you nightmares you will have to overcome by running like a madman through big procedural buildings that represent your mind.
The only sign of sanity is a constant BEEP that will guide you to the goal. p.s. Just be careful when you hear the voices, those are the traumas that are coming at you.
Here's a small sneak peek: https://www.youtube.com/watch?v=6miTsR7Vp1Q
| Play Online | https://pastebin.itch.io/into-the-nightmare |
| Original URL | https://ldjam.com/events/ludum-dare/59/into-the-nightmare |
Ratings
| Overall | 702th | 3.129⭐ | 33🧑⚖️ |
| Fun | 711th | 2.85⭐ | 32🧑⚖️ |
| Innovation | 680th | 2.919⭐ | 33🧑⚖️ |
| Theme | 453th | 3.694⭐ | 33🧑⚖️ |
| Humor | 432th | 2.75⭐ | 24🧑⚖️ |
| Mood | 417th | 3.645⭐ | 33🧑⚖️ |
| Given | 32🗳️ | 45🗨️ |
The SFX is great, and really adds to the mood. Thanks!
@slippers Thank you for your review, I'm so happy to see you here :D SFX could have been great but man, the KEKIA. I will spam your game to others haha
The random map generation is genuinely very impressive, I'm not sure how I would go about making something like this. Procedural maps are very often grid-based patterns, lots of uniformity within the randomness. This map gen is way more reminiscent of The Backrooms, with weird unexpected corridors crammed in uncanny places - it's very cool.
Rooms are empty except for the enemies, so that's a natural expansion point for potential future dev. Some different room types with different props, and possibly new enemy types too. It's cool that they already have some pathing to chase you, and there could be more with different behaviours to spice things up.
Thanks for the game!
I worked with what I got in my skillset, trying to give this eerie mood with (admittedly) modest graphics haha mainly with sound (the frequency cut behind walls), delayed torch and the emit light and blinking on the enemies haha :)
Really thank you for playing, rating and reviewing my game :D
@7moons Yeah, it just felt too simple and "fake" to have the torch pointing straight with no delay. Also this way the player can't turn around super quick :) Thank you so much for playing, rating and reviewing :D
@tenthousandfireants YAY! That was my intention, to give a feeling of tension trying to hook up the player into running around the maze :) I couldn't afford any different style for the bad things, as I really didn't have the time nor the skills to model a better / animated one haha. Really thank you for playing, rating and reviewing too (: I'll try and rate yours now!
Super thank you for reporting it and playing my game. Very appreciated :smile: (and well done with the compo)
I like the Traumas whispers and eyes, they really add to the atmosphere.
I also appreciate the fact that you didn't implement jumpscares ahahah
I do wish there was a bit more gameplay or variation. Even something simple like keys and locks, more enemy types, or a sprint meter for tense moments could help.
Random nit: it felt like there might be some carryover input or velocity between levels. When a new level started, I sometimes felt like I was moving uncontrollably for a moment.
Thanks for the game!
@dan-whiffing @pegasys @hi-im-greg Yeah that's surely a rough edge. My first implementation generated a not fully connected building so I kind of "fixed" it by putting corridors in a not so clean way between disconnected rooms. That sometimes leads to weird structures that can result in a too easy or too difficult run. So I totally get the frustration that can happen sometimes and I'm sorry for that :sweat:
So overall balancing is far from perfect, I'll definitely look into that. Thank you very very much for playing and providing a valuable feedback also on what didn't work :heartbeat:
@itero-proto Thank youu (: It's my first time joining a jam, I'm having a course at university on videogame programming with unity since march and kind of rushed everything :smiley:
@beastpanda Definitely! I had the idea of some different and faster traumas wandering around whistling creepily. The keys / locks is a nice idea and the sprint was a thing I had in mind from the start but couldn't manage to implement. And there definitely is a carryover input between levels. Another bug I'll have to fix :sweat_smile: Thank you a lot for playing!! I'm really having a good experience so far here! :D
Thank you again for your time (:
My biggest issue was the camera that was lagging behind quite a bit. It just felt weird.
I don't exactly get what is the camera lag. The spotlight that simulates the torchlight is intentionally lagging behind the camera via a lerp transform to give a feeling of increased "realism". I'm sorry you didn't like it :(