Ophanim's Eyes by GenericParadox
Every 10 Seconds the bell tolls. Every Toll brings you closer to Its eyes. And Every Toll It gets more ruthless. Sound is quite important in this environment.
:clock1: Guiding Arrows update every 10 seconds to point you towards both the Eyes and It. (golden arrow points to It, blue arrow points to Its eyes which you must find)
:video_game: WASD to move, Shift to Sprint. R to reset and Esc to quit. Look down to see the arrows. They fade out after every toll, and are only visible for a short time after the toll.


:information_source: On the Itch.Io page .zip files are also available in case you do not use 7zip. The Itch.Io page also contains a variant that generates a random maze every time you play. It's not optimised yet, so you might need to reset a maze using "R" every now and again if you spawn boxed in.
Change Log for Version 1.1:
-Randomly Generated Maze
-Guiding Arrows have been slightly adjusted, to always show the position of the Ophanim and the Eyes, but now it slowly disappears over the course of 5 seconds.
-Guiding Arrows now also point you to the relevant objects even if they are behind you.
-Reduced number of Eyes needed to 5 (from 6)
| Link | https://genericparadox.itch.io/ophanimseyes |
| Original URL | https://ldjam.com/events/ludum-dare/51/ludumdaregamejam |
Ratings
| Overall | 718th | 3.385⭐ | 28🧑⚖️ |
| Fun | 900th | 3.019⭐ | 28🧑⚖️ |
| Innovation | 600th | 3.288⭐ | 28🧑⚖️ |
| Theme | 635th | 3.596⭐ | 28🧑⚖️ |
| Graphics | 1004th | 2.808⭐ | 28🧑⚖️ |
| Mood | 574th | 3.458⭐ | 26🧑⚖️ |
| Given | 28🗳️ | 29🗨️ |
Smart use of sound effects to help guide the player.
I love the tense atmosphere you provided by making me choose between knowing what I can see in the level and knowing where what I am looking for is. Extra spooky when the belt showed enemy and object near each other, or perhaps spookier, neither because they were behind me!
I think the belt mechanic was really well done.
I am an idiot and thought the teal gradient on the belt was the indicator at first, so it did take me a few trys to fully understand what was going on.
Also, a heads up, I had to download a secondary program (7zip manager) to run your game, which is a barrier to entry that is probably stopping others from being able to play your game as easily.
I will try to find a way to clarify off the bat that the arrows will move, perhaps have the player start looking down and seeing the two arrows then seeing them snap into place as the toll is heard.
Thank you so much for giving it a shot, and many thanks for the feedback as well!
As much as I love the belt conceptually, I do wonder if it would have been better off as a HUD element somehow. Looking down does add tension, since you're not looking at the level while you do it, but this information is all the player has, and broadcasting it a bit more clearly might engender more responsive and thoughtful play. Not sure.
Either way the current state is really cool, well done!
Guiding Arrows did not work
Please give my game a try if you have some time!