Unto the Eight by Threeli
A strange little game where you wander around, heading further into the wilds while learning about the world you inhabit. Try not to freeze to death or get trampled and deliver packages to strange creatures in the farthest reaches!
I was inspired to strive for simplicity, trying for something that favors exploration. The game is not meant to be easy, but more an homage to older games where you might learn about the rules and the world as you played. Despite appearances, it is not a roguelike, nor procedural. Determinism is the name of the game. The further north you go, the harder the game gets (in theory!)
I'm going to rewrite, and make this into a full game, so please give me your feedback! - Eli
(Edit: The HTML5 was a last second add for a friend of mine, and it appears to be mildly broken. The game works as intended, but the manual strangely requires you to specifically press escape to back out of it as the other keys are somehow constantly checked. As the game does work however, I still wanted to include it for people weary of downloads!)


Ratings
| Overall | 401th | 3.52⭐ | 103🧑⚖️ |
| Fun | 611th | 3.074⭐ | 103🧑⚖️ |
| Innovation | 422th | 3.252⭐ | 103🧑⚖️ |
| Theme | 759th | 2.945⭐ | 102🧑⚖️ |
| Graphics | 146th | 3.985⭐ | 105🧑⚖️ |
| Audio | 234th | 3.53⭐ | 101🧑⚖️ |
| Humor | 206th | 3.167⭐ | 98🧑⚖️ |
| Mood | 174th | 3.719⭐ | 98🧑⚖️ |
| Given | 102🗳️ | 159🗨️ |
(EDIT) Whether or note I can change the files later on, I will get an itch page for the game and attempt the HTML5 version.
But the author wants, that in every step player should afraid of being dead. Good music, but I think, voxel style is not a good idea
Very good work, I am impressed.
its kinda hard to see where you can go though, and you die from cold rather fast, so it took me a couple of tries to make even a little bit of progress.
But definitely very impressive for a game made in a weekend!
The game in itself looks a bit too much based on having to refill fire and energy. But I may be missing something.
Well done! I enjoyed it a lot :D
@loig I spent most of my time on graphics, so I really appreciate the kudos in that department. As for the difficulty, I'm hearing the feedback loud and clear. I think the southern areas should've been way more accessible, and I probably should nerf the speed at which your temperature drops. Thank you for the feedback.
@gaminghamster thank you so much, I hope you'll play it again whenever I finish the expanded version!
@roofloorwall thanks! I'm going to have to have a big think about the difficulty curve. I think the lack of sleep and my closeness to the design made me blind to how impossible it might be if you didn't design it, haha.
Constructive criticism, some of the pixel art didn't quite read the object for me, but I eventually figured it out.
Also, a minor complaint, but it was a little annoying when enemies were right beside a screen edge (like the snakes immediately north of spawn) because you couldn't tell if you were about to step in on top of one.
game has a very big sense of scale and mystery, I haven't seen everything but it feels almost impossibly huge
atmosphere is great and I love the idea of taking a lot of the interlinking systems and mechanics that old school roguelikes and games like dwarf fortress have and trying to merge that with something more akin to Zelda
love the art as well
- This pixel art is quite fantastic
- These controls are very satisfying
Super impressive. I want more :smiley:
Which is very sad because the game is very pretty and seem very interesting. One little thing about the controls : having to spam the arrow keys all the time is a bit annoying, being able to just hold a key would have been better.
@blackopsben @masaru I've already been considering both how to make the world seem more fair and to add in difficulty options to the expanded-remake for interested players. I can't believe I didn't consider adding hold to move, it's such a courtesy move. I will definitely add it in - thank you for the idea! Also @masaru I can see the frustration, so I hope you'll play the expanded version when I finish it!
@tetrapteryx @jakegames2 thank you both, I tried really hard to convey the world. The great thing is even though I whipped it up as concretely as I could in two days - I left a ton of threads for myself to pull. I've never done a JAM before, but I was surprised at how organically the world developed.
Also, originally (but cut due to lack of time) enclosed structures would've kept you warm which is something I will have in the final game.
Thank you for playing, and for the praise!
To be fair, I'm not _that_ used to play turn-based rogues, so that might be the issue here :) Anyways, it's a great submission, and just wanted to congratulate you again for a very good job.
@carolinewang Thank you! I wanted to do a ton more with the music, but alas someone decided to enter a 48 hour competition.
@deseteral @carolinewang I am absolutely going to turn this into a full game! The encouragement is very rewarding, thank you.
I think the idea is good, and has potential to be expanded later on :slight_smile:.
It's interesting to see temperature :thermometer: as a mechanic encouraging movement, usually that would be used for hunger so for a change of pace it's nice.
:x: I'm going to get in the train about the difficulty, even after five attempts I've barely been able to reach 440 steps or so :sweat:.
Anyway, thank you for the kind words!
I am kind of in a rush so unfortunately I wasn't able to finish (I still might try later), but for what I had time to play the mechanics were really good and simple, super straight forward. Satisfying movement and nice interactive stuff, which made the thing a lot more interesting! And yeah for the time I had going north was a BAD idea lmao. Music was also epic and fitting in its own way :laughing:
Cool to hear that you have a plan to make this a full game, going to be super interesting to see it, since even though it's a pretty simple game it has a lot of potential and just feels super wholesome. I'll hit you up with a follow on LD to see if you post some milestones while developing it! :rocket:
And as every one has told me, I need to dial back the punishing difficulty. Anyway, thanks for checking it out!
I agree with the general feeling that it is hard, tough and somewhat unforgiving, but these are conscious design choices — they're features, not flaws. As someone pointed out, it reminds me of Minit-like games. The gameplay is puzzle-esque in the sense that you have to die often to understand how to better optimize your routes for the next "run". The only pseudo-criticism I have with this game loop is that it's kinda tough to play it all the way through the end while rating games for the jam. But I love it all and would gladly pay for a full version, please keep working on it.
10/10, probably the best game I've played so far :trophy:
I did consider making it smaller but I really wanted anyone who played it to feel like they could really explore.
I’m very excited about turning it into a full game and I’ve got a ton of ideas for it. I’m only waiting a little bit so I can internalize all the feedback I get on this sort of prototype.
Thank you for the encouragement!
The art is fantastic, the music very nice and fitting, and the general creature and world design is wonderfully weird. You feel the world living while playing, and this is seriously impressive for a game made in 48h. I'm in awe of what you did.
While it is indeed hard, I don't think the game in itself is too hard ; I believe the real difficulty is the lack of checkpoints. But I also see why you have to do everything in one go, it's also about planning your path, so I don't really know if it's possible to implement checkpoints in such gameplay. I think the really hard thing is when you don't have light anymore, then you are basically screwed if you are too far from a cold fire. Maybe making a shadow of entities just adjacent to the player would be nice ; like, the same sprite for all entitie, something that says "hey there is something here, but you can't see what it is. Will you interact on it ?". I believe it would fit very well on your movement system.
Overall an excellent experience. I'll try again because I did not manage to finish it. I'm also curious to see the full map and might look at it in the source code (but after finishing it, don't want to spoil myself !)
@littlegamer the shadow idea is pretty brilliant, I hope you don't mind if I steal it. I've been thinking about checkpoints a lot. I think the best way to work around it in the full version would be to allow checkpoints if the player wants, but have some sort of tradeoff. If you do look at the source I apologize in advance - I did not write it for other humans to look at. It's some of the worst code I've ever written, as I was just in a sprint to the finish pretty much the whole time haha! Thank you for the praise, and for the genius idea!
@jorenkv I've heard quite a bit about the difficulty taking away from peoples desire to explore further, which is a hard pill to swallow - hopefully when I turn it into a full game you'll give it another chance. I do plan on adding difficulty modifiers!
@lesinvisible I appreciate the kind words, and Zelda is always a good reference point for "open world" design, even if I didn't specifically have it in mind when writing this game.
@bicheste Getting lost and finding yourself is something I'd like to focus on in the expanded version - assuming the punishment for getting lost is nearly always death as it seems to be for a lot of players now! I'm glad you liked it.
Upon full release of a game like this, I think I'd highly look forward to seeing you artistic expression with new environments as the game progresses. Good job!
You're totally right that it's too simple currently for a large scale game. I'm thinking about how I can balance any additional mechanics with player expectation. I suspect even just having more interactivity in the world would go a long way to increasing the staying power.
As for the Audio, not to get in the weeds, but I used a synth plugin called [Chiral](https://fors.fm/chiral) and just messed with the params in real time. I'm glad you noticed the fluctuations, because that's where most of that hour went haha.
Anyway, thank you for the thoughts!
Having only space for one package seems a bit weird as well, finding a package giver only realizing you can't deliver theirs yet, so having to go deliver your current package, then go back to the guy seems a bit of a roundabout way.
Overall it is a complete game with a lot to discover, nice work!
I may stick with the one package at a time thing, to force the player to explore the world - but only if it makes sense to do so, and doesn't foist unnecessary backtracking on the player. I'm glad you brought it up though, you're the first one to do so and it's something I should consider.
As for the resources comment, what do you mean by that? I'm considering a little inventory where you can set a few items to keep for longer treks, but keeping it very limited. Would that help to solve the issue?
Thank you for the feedback and for the praise.
Thanks for the follow on Itch.io by the way, I followed you back because I want to see the full version later !
I also like the idea of the deterministic systems where the progress comes from learning more about the environment. For a full game however I could see there being too much backtracking from playing the same thing from the start. This might be completely against the spirit of the game, but how about a save mechanic? That would mean less backtracking from the start, unless you find yourself in an impossible position and someone who wants to find the optimal route could still have a big challenge. Maybe this would not be necessary with the slightly more forgiving light mechanics others have mentioned, though.
I'd like to architect a penalty for save scumming, but I do want there to be saving. It might be as simple as *where* you can save. It's funny you mention someone finding an optimal route. My friend is playing it right now, and he spent two hours with graph paper charting the world, which I find hilarious.
Anyway, thank you for the kind words and the thoughts, I'm going to add them to my rolling list!
And yeah, something like checkpoints instead of full save capability might be the better way to go
Good job !
Thank you for your feedback and encouragement!
I particularly like the colour palette and the moody forest feel it conveys while still being colourful, easy to read and pleasing to the eyes.
If I have one thing to say is that sometimes the transition between 2 screens are a little weird fo example in the first screen there is one guy at the top of it and if you move to the next screen you can't see it anymore, it will be better to not have point of interest near the border of the screen I guess.
That said your game stay a really fun game overall, I enjoyed playing it good job :)
Overall, I do think this has loads of potential to become a full game, and one I'd happily pay to play. The sense of exploration is fantastic; I have a real soft spot for games that incentivize you to observe your surroundings and take them in, and where quests and errands require you to inhabit the world instead of follow a marker. Good luck continuing development!
@damagefilter I've had mixed comments on the readability of certain items, but the atmosphere was very important so I'm pleased it translated for you. I'm working through how I will modify (not tame!) the difficulty for the expanded/full version, so if you have any ideas I'm all ears!
@lorwon yes! It's an error in my deign process. Due to time constraints I designed the world without having an overlay for the screen size. I actually spent a last minute hour moving important guys around to try and fix it, but clearly I didn't get them all. I think your point about having important elements (and pathways) be more central on the screen is very valuable feedback. Thank you!
@eden-shazar I find it interesting that you're not along in thinking I was going for a Minit design style, but I was actually going for the opposite. In my mind the player would think about each step, as there is no timer nor does anything happen with the player standing still. I wanted the world to feel very contemplative, but I've noticed a few people felt the experience was meant to be fast and trails based. I wanted the game to be very flexible so I don't feel like this is a failure on my part per se, but def. something I need to think about for an expanded/full version. Thank you for the wise words and feedback, and I'll absolutely keep you in mind when I need someone to muck about in the real game.
@mikekan13 Wow, based on the comments here I didn't expect anyone to complete a run, but you've gone and done it. As I've said a few times in these comments, it really makes me overjoyed to know that the adventure/exploration element read so clearly to some people. It's something I find missing from many games, and I feel like it's going to be a central design element for any game I make moving forward. Thank you!
@zzox thank you! I'll keep you in mind for an update when I get closer to reworking it into a full game!
One important part for me : I didn't finished the game. Yeah, it was difficult, but it generally doesn't stops me. However, after a couple of tries, my wrist started to hurt. Maybe I'm getting old, I don't know, but having to spam the directions to move was hurtful, at least for me (just so you know : I'm not *that* old, ~30 y.o, and daily gamer, generally on the "competitive" side). I think it would have been better to hold a key to move in that direction (like one square per 0.33 s, for example).
Otherwise, good little game, I might give it another shot once I feel better :)
@preda Thank you for the kind words!
@clemonades I did design some of the enemies to blend in, but I think I may have gone way overboard. Thank you for the note. One of the things I want to incorporate into the full experience is more generalized feedback for enemies and their locations, so it's less about tricking the player and more about the player making informed decisions. Thank you for the praise!
The main thing that got me on my initial plays was not really knowing _where_ I was meant to deliver, other than a direction. Maybe just knowing if I'd gone past it might be enough?
Solid entry nonetheless - great atmosphere and sounds!
@youhou thank you for the kind words! I really wanted to design something that favored exploration, so I'm glad it delivered for you.
Thank you for your feedback!
- The highlights for me are the world that you've built and the music. It is such a lush, vibrant place that is well fleshed out by the visuals and music. Really reminds me of Caves of Qud.
- The characters are all lovingly crafted and well written and kept me wanting to explore more.
- I didn't really understand the overall gameplay and my character's motivation, and I think you could flesh this out in the future version.
- Moving around in these large spaces made me wish that the movement was more continuous like in Undertale or something so that I didn't have to spam the arrow keys.
The biggest problem for me was the light. Without light it becomes very frustrating, and I found almost no coldfire plants in my multiple tries.
Very original tho, it was a nice experience. Congrats!
@quite-good Thank you so much for the praise. A few people have asked for hold to move, so that'll be an option for sure. As for the characters motivation I'm working on adding some depth to the character and its motivations for the full game. You're one of the first people to mention this so I'm going to spend a little bit thinking about it further.
@asdehielo You are certainly not alone in feeling frustration with the light system as it stands. It's a definite area of focus for improvement. I'm working on a few different simple fixes for it and also thinking about it generally. Thank you for the feedback and the kind thoughts.
Outside of that any criticism I have has already been covered by others: Hold to move, the light system (which sometimes is really well used in your level design). I also have difficulties interpreting the theme in there.
A little gem I'd love to see more of, congrats!
@escortti @talops @superpokeunicorn I appreciate the feedback, I am hard at work on a full version (a total rewrite) and the consistent feedback is helping me make design decisions to allow for flexible gameplay. I'm working to focus in on exploration and mitigate some of the difficulty in the form of more options for the player. Thank you!
Thank you for your feedback and kind words!
The visuals are really really great. The game idea (mix of survival with exploration missions) is great and sets an interesting mood. The music and sounds are simple and work well. The menu looks good and very nice job on doing a tutorial in a compo game.
I was a bit confused at first because I thought everything was advancing regarding time and not steps, so I stressed and mashed movement and everything went even faster haha!
The west and east edges of the map were not very clear to me also.
Thanks for the game and incredible job for a compo!
Honestly? I hadn't considered that it might be confusing that there was no demarcation for the sides of the world! Thank you for saying this, I'll have to think through how to indicate it now.
Big thanks for the praise!
I'll have a think about how the player might be able to identify key items. I recognize that saying "Special looking NPCs" doesn't mean much if you you're not the guy who did all the world building, haha.
Thank you for your feedback and kind words!
I ended up making an autohotkey script to help (somewhat) with the keyrepeat, and I think I figured out the source+destination of 3 different parcels? I love the feeling of unknown as I explored the edges of the map and realized just how tall the map is... I didn't make it to the top. Hmm, the game reminded me a bit of Sunless Sea, now that I'm thinking about that feeling specifically...
I do think I want to come back and work at beating this later; it seems like it would be rewarding to beat! I'll await the expanded version, although if I get the urge I may beat the jam version in the meantime!
Gameplay has promise, but as-is I found it more on the "annoying" side of challenging than the "fun" side. Trying to juggle 3 depleting meters (life, heat, and light) is a bit much. the shrinking visibility from you lamp depleting exacerbates that as well.
Overall, impressive work for the 48 hour compo! While I think the gameplay needs work (and who's jam game doesn't?), there's definitely a shiny gem in there to be polished!
The management of the 3 ressources is a bit tough as they deplete fast and the light is almost necessary to know where are the tiles that fill the other ups, but it works well overall.
Some frustration on the level design side for me being with some screen being cropped in a way that create a lot of offscreen walls that just frustrate because you can't know in advance if going to the edge means you will be able to progress or not
Still impressive for a compo :)
@saintchristopher777 Thank you for the feedback, I don't think you were alone at all in your feelings about the game. I think if you ever feel like trying again, the full version of the game will alleviate all your concerns, but I agree with your take on it as presented. Thanks for the praise as well!
@kavehes the screen cropping issue was one I tried to mitigate but time got away from me, and I recognize it's a major flaw. The full version scrolls around with the player at center so that shouldn't be an issue at all there. I'm still working on a way to show the world edge without stripping away inworld immersion. Thank you for your perspective and for the kind words!
Thank you for the kind words and feedback!