Moirah's Manor by Tobius

Controls
Mouse and Keyboard controls. Use WSAD to move, space to jump, and the 1-6 number keys to activate items.
Objective
Escape Moirah's Manor without dying. Find and use the various cursed items in the house to help you unblock paths, heal wounds, and solve the puzzles preventing your escape.
Important Info
You must have hardware acceleration enabled to play the game in your browser!
Play Game
Play in your browser or download for Windows or OSX.
Story
For years you've felt a terrible dread, a sickening tug towards this terrible house. A steady thump thump thump in your chest, pulling you back to that place. You even counted the sensations: 1, 2... 6 times a minute, every minute, of every day. Now you've gone back to end this damned curse, you must find and remove her last few precious posessions from the house, then you'll finally be free.
Team
We are a group of friends who play lot of video games, but have never made a game together before. This is the first game jam we've done for nearly all of us!
Socials
@tobius - overthink.games (Instagram) | https://overthink.games
@vary - Varyanadraws (Twitter) | https://twitter.com/Varyanadraws
Art
Steve

Little Girl

Moirah

Ratings
| Overall | 985th | 3.093⭐ | 29🧑⚖️ |
| Fun | 1054th | 2.804⭐ | 30🧑⚖️ |
| Innovation | 963th | 2.865⭐ | 28🧑⚖️ |
| Theme | 1218th | 1.94⭐ | 27🧑⚖️ |
| Graphics | 273th | 4.071⭐ | 30🧑⚖️ |
| Audio | 206th | 3.796⭐ | 29🧑⚖️ |
| Mood | 50th | 4.268⭐ | 30🧑⚖️ |
| Given | 23🗳️ | 27🗨️ |
the atmosphere is really well done. the proof that you don't need 3D hyper realistic monsters to be frightening!
I think there is big field for different mechanics.
Nice game.
Does reading the Controls and Objective sections on this page help?
What specifically was confusing or would benefit from being explained by a tutorial?
I agree, we could definitely do a better job of guiding the player. As a puzzle/mystery game we weren't sure how much to do though as helping the player too much would get rid of the challenge. Maybe if we helped introduce the player to the first puzzle and how to solve it, that would be enough to get the ball rolling?
As far as lighting, was the whole game too dark for you, or just certain areas? We tried to use lighting to guide the player toward their first objective, but it sounds like that may not have worked as well as we had hoped!
But yeah i just saw locked doors and was pretty stuck. Id love to try it again if you want to spoil how to start! I havent rated yet as i thought i havent given the game a fair chance at gameplay.
It is still to confusing to me to actually know what im doing but i got a ring and an axe. Then i died to rats which are impossible to avoid when they are in front of you (as the camera doesnt show them). I think im just not made for the game as -again- i just couldnt see much (im sorry).
But here are the things that are not influenced by how much i suck at puzzles and my monitor:
(-)
- camera: its just not really made for any other direction than moving forward
- level layout: the rooms mostly look the same and its hard to recognize anything
- control scheme: should be a bit better communicated that you need the mouse and what the numbers in the interface are
- theme: i dont think i saw it used anywhere.
(+)
+ graphics: the opening scene looks a bit eclectic but somehow endearingly creepy. the rest of the game looks really spooky as well
+ sounddesign: the heartbeat rhythm that gets faster when Moirah is near is really a great touch to add horror and well needed player feedback
+ mood/suspense: once the camera cuts to Moirah slowly creeping towards you you are hooked and on the edge of your seat. Sure i dont know how the ai works and if she is really going to A*-pathfind her way to me but it sure FEELS like it xD
So this is a pretty ambitous game (considering its your first) and for that it has its faults. But its pretty obvious that you focused on the general mood (and probably puzzle design) and that it does really well. Anyway good job and i hope we see you around next time!
A couple of times you see a 2D image from the side which is really jarring. It happened to me when interacting with the first door and when I saw the ring spinning. If using 2D art like this, I think keep it facing the camera.
I had a really hard time navigating the building. Doors on side walls are hard to see, and in the dark even the walls are hard to see.
Is the idea of the theme that I can only use the light-ring after a 10 second cooldown? If so, this was kind of annoying, because it meant I either keep bumping into spiderwebs and rats in the dark, or I keep going afk for 10 seconds while I wait for the cooldown.
I opened the first door which has three buttons via trial and error. I wandered in the dark for a while and found another door with 5 colored buttons but couldn't figure it out and didn't see any clues nearby, and I eventually died from bumping into rats too many times.
I tried again and found some paths to the right that I had totally missed including the numbers for the first door, some math equations with no context of where to use them, and the second item whose purpose I have yet to discover.
There are probably some other paths available to me but I got lost in the dark.
Given how large the building is, a map of where you have been might be helpful, or even just try having fewer paths and smaller rooms. You could also try to change the layout so that doors always go up and down, instead of left and right.
I know the WebGL version had weird issues for some people on different browsers that the Windows and OSX versions didn't have.
The game atmosphere is cool, i like it.
Thank you for lovely submition!
https://youtu.be/JWDRP3KwO-E