Forest by StudioCherno
DOWNLOAD AND PLAY: studiocherno.itch.io/forest
Forest is a game about finding your way out of the village you've woken up in. As you walk around trying to figure out where it all went wrong, various clues you find will guide your way.
Like all life however, we're really just delaying the inevitable.


How to play: Move around using WASD, right-click to aim down sight and left-click to shoot. You can also play with a controller (press F1 to open the settings menu where you can choose which controller to use). Find and follow the clues to make your way out of the village, where the real adventure begins.
Forest was made in Hazel, our own game engine. You can learn more about Hazel by going to hazelengine.com or checking out Cherno's YouTube channel.
Here are some screenshots:


We've added a map to make the first part of the game easier: you spawn at the green dot, you need to eventually get to the red cross.

| Windows | https://studiocherno.itch.io/forest |
| Original URL | https://ldjam.com/events/ludum-dare/50/forest |
Ratings
| Overall | 939th | 3.337⭐ | 51🧑⚖️ |
| Fun | 1144th | 2.918⭐ | 51🧑⚖️ |
| Innovation | 1191th | 2.704⭐ | 51🧑⚖️ |
| Theme | 1017th | 3.36⭐ | 52🧑⚖️ |
| Graphics | 700th | 3.64⭐ | 52🧑⚖️ |
| Audio | 357th | 3.66⭐ | 52🧑⚖️ |
| Humor | 991th | 2.409⭐ | 46🧑⚖️ |
| Mood | 205th | 3.99⭐ | 52🧑⚖️ |
| Given | 41🗳️ | 94🗨️ |
Only issues I had were:
Sensitivity is really high.
Music was a bit too loud
Pressing escape releases the cursor but the only way to be undone is by left clicking, which if you are holding gun forces you to shoot. (proper pause screen?)
Weapons sway when moving is very exaggerated possibly due to the high sensitivity
Overall I enjoyed it and it was a cool experience :)
A cool moment was when I picked up the letter on the blacksmith's table, I couldn't read it because it was too dark inside, but there was light shining through a hole in the wall. I was then able to move the paper into the light, and read.
I don't think that the game should have been more tutorialized, I enjoyed the fact that you had to explore and try to figure out what's going on without all the handholding. And the big poster board which contained the "quest note", was one of the first things you see, and the rest was chained together nicely.
The only issue I had was that I followed a path of lamps, which I assumed would lead to the graveyard, but they lead me off the map and I had to restart. On my second playthrough I did manage to find the graveyard though, and got to slaughter some zombies :sunglasses:
Event Viewer shows this in the crash logs, if its of any use: https://gist.github.com/jordwest/bf981e145825e18f56ec2e8bf9eb4c47
When I restarted and played through correctly, it was a really effective experience! My timer at the end was about 10 minutes (it'd be nice to see what your timer was once you die) and wow I had chills for the entire second section. Super effective mood with excellent music, sound effects, and lighting. Amazing job!
@ me if I can provide anything to help debug this. The log directory contains two empty text files, so no help there.
On a side note, you helped me and my friends to pass the opengl class we had back at the uni, so thank you for that haha!
As for the game itself, I liked it fine. It's a decent shooter with some spooky Slender vibes.
I appreciate a lot the inclusion of controller support.
Well done!
Now, on to the gameplay itself, running should have some kind of stamina bar, I felt like if I ran non-stop they would never catch me.
Even so, after I noticed this, I tried playing it without sprinting so much and got the sense of delaying impending doom, so good job on that.
I liked the lamps as a visual cue, but this takes me to another point: I think the map was TOO dark. I mean, I know this was probably to set the mood, but I very much would like a more somber approach instead of plain dark and a few really bright lamps (does that make sense?), maybe it was just me though.
Speaking of setting the mood, you did it really well.
Great game!
I'd hate to state the obvious but; I thought the use of music/sound combined with the dim, moody visuals make for a great and immersive atmosphere! Very tasteful ;)
Keep up the good work!
But the layout of the village kept me focused and led me straight to the bulletin board. From there it was very clear where to go.
My only complaint with the game is that the survival sequence at the end was too slow and easy. I felt like I could go on forever, and when I died it, just restarted.
Was there a way to beat the game or does the survival phase just go on until you die?
Either way this was a very nice breath of fresh air after playing a bunch of less polished LD games so great job all around guys.

One physics bug, my head can go through at least one of the floors of the elevated houses (I don't remember which one). Also, the doors opening towards the player was a little annoying. Also, I followed some of the lampposts and fell off the edge of the world and had to restart.
Also, it is mainly just my preference, but I did not like the way the gun aimed at all. It felt like jelly almost (except when you are looking down the sight, that is good). A little bit of movement might be okay for animation, but I'd say reduce the amount by 10x, as well as give it a max angle (the gun could spin all the way around if you turned too fast).
One more side note: I used the launcher to set the mouse sensitivity to the minimum, and that was pretty good, although I'd recommend adding some even lower settings.
With more time, I think this could turn into a great game. Also, yes, I realize this is on a custom engine (I've even seen a few devlog videos about it), but I am solely rating the game, not the engine.
Good job, and I hope to see even better things in the future.
Great work on this though, I see a ton of potential in the game and it was really awesome to see a custom engine used for the jam!
The first part of the game is very well done! With great visuals and music setting the mood and mysterious notes making you run around the village. The slowly intensifying pressure is just so well done!
The second part is kind of a setback after that. I totally get the limitations of the jam and taking into consideration of the amount of job for the first part. It's just the feeling that quality doesn't match what was promised with the world-building: the enemies have no character, you can just endlessly run away from them.. looking for a lantern to find some ammo is a nice idea though, could totally see it expanded and maybe used as a trap for the player later. Anyway, again, I totally get the limitations of the jam, I'd love to see that project expanded -- it has a lot of potential. Thanks for making it!
I was streaming and recording my playthrough of your game, here's a link in case you'd like to see it https://youtu.be/xAmitsB_F9k
The darkness could have been shown later I think, but it did bring in the mood, maybe at the graveyard you could have started stage 2 of the game.
I really dislike the randomness of how many hits I need to do to kill an enemy. I prefer personally more enemies with stable amount of hits.
Running for the ammo and then spam hitting stacked enemies became boring I would say after 3 min.
So after that I would love to see something more!
character coughing could be 2x less frequent.
Really good overall. The graphics are insane (love how you played with bloom I remember you talking about it in your video!)
It just felt like the inevitable really was just for the player to give up, because there is nothing more.
Mood-wise I also want to say that I would actually be happier to see ghosts or zombies then robots.
Considering how the game looks visually. But you are the creators and you decide what you feel like to do :). Thank you for nice experience
The beginning was really good, but I'm not so sure about it becoming an endless shooter later. I agree with @caudatecoder on pretty much everything he said, alongside what @taaada said. They've basically said everything I would've, and more. They did my job for me.
Now this is where I'd congratulate you for managing to make this game within the deadline... but you made the entire engine yourself! Obviously THAT took *so much longer* than 3 days to make. It's incredible being able to try it out for myself with this game.
Also I really want to say this before ending this post, but I remember discovering your YouTube channel via the video on your Ludum Dare 24 entry Genesis. It's so cool to see you enter the competition again! Have a wonderful day, Cherno!
If we had more time, we would have definitely fleshed out the second part of the game much more, and in fact we'll probably continue working on Forest as a little side-project as we continue to develop Hazel.
Thanks for playing (and for being around since Genesis!), have a wonderful day too! - Cherno
I got a bit lost at first because I didn't realise I had to pick up the note on the billboard even though I could read it without picking it up.
I liked the lighting in the main part of the game and how you had to navigate using the infrequent lamps in the distance.
Shooting the ghosts was pretty satisfying, I liked the bullet effect.
### The game
The game isn't good. Movement is really slow, there is no jumping, gravity is way to small, you can easily fall of the map, the ground texture is ugly, many objects don't have collisions, there are sometimes invisible walls, music doesn't loop nicely (and gets really annoying & repetitive), UI is ugly and there are missing sound effects. I think I listed all of them.
I might be wrong about everything above, because I couldn't even get pass the first section. This was because of the constant bugs. I tried following a playthrough above me, but I sill couldn't trigger a wave. But that wasn't the only bug I spotted. Sometimes I would get 2 bullets with my gun and sometimes 0, I couldn't ADS when I had a controller plugged in, opening settings would just lock me out of the game (also, why is it under F1 and not escape like literally every game), I couldn't change any settings (nor escape them) and looking at the note in the starting area after getting the gun would crash my game.
I was also disappointed about other accessibility / quality of life features missing from the game. There wasn't a pause menu, settings, remappable input nor anything except the launcher with a couple of things to tweak (more about that later), no icon, no way to disable togglable ADS (hate that) etc.
### The engine
I understand that this jam was only supposed to be used for testing out your engine. Sadly, I'm not too happy about it either.
The opening launcher is quite nice, but once again: no input remapping and only a couple of basic settings. Not sure what render scale is supposed to mean. Most games have normal resolution dropdown with every available resolution, which was missing here. I often change my resolution for fullHD because it still looks good on recording and my computer doesn't want to jump of the bridge. Fullscreen (and fullscreen modes more preferably) would be also welcome.
Your launcher also has dementia. I had to restart this game a lot of times and every time it set my mouse sensitivity to 5. I mean, the sensitivity slider didn't work... but still.
Your game's lights were ugly. I'm not talking about city lights, I'm talking about lighting. City lights light was quite good, but the rest felt like an unlit Unity game from 2014 (I'm a Unity dev, so you can't be mad at me). I'm not sure if your engine supports post processing effects (yet), but even some simple tone mapping would make a huge difference.
Input remapping was also sadly missing. Once again: I have no idea if you can actually support that, but I know that a lot of people have different preferences and keyboards. I hope hazel has (or will have) something like that built in and not make me write an entire custom input system like for Unity just to add some buttons in a menu.
### Final thoughts
The game isn't good, the engine needs a bit of work, but that's okay. Once again, I understand this project was used to check if your engine won't light on fire and what needs tweaking. It takes a really long time to make good bug free games quickly and develop tools / workflows to allow that. I developed a system of testing a game using a cheat console and displaying values on screen which is proving to be quite affective. I can't wait to see what you'll make in the future and I'm interested in trying out hazel especially, because Unity keeps blowing up (you can read about that on my game's page). Keep up the good work
(Holy garbage, why did I spent 20 minutes on writing this thing)
### Edit 1
Before you ask about the crashes: I unpacked the game to a folder. Here's my specs
* Ryzen 7 2700
* GTX 1650 Super
* 16GB RAM (with XMP disabled)
* Win10 Personal 64-bit
Also, please include which coding language hazel supports in your FAQ.