BackroomsBreak - Alpha version test v0.1 by Eugenik

BackroomsBreak - Alpha version test v0.1
Game conditions:
- The monster follows you in a fully procedurally generated labyrinth
- It gets your position every 10 seconds, wherever you are, so keep moving
- When it sees you directly it disregards the timer and comes at you
- You need to manage your willpower and flashlight battery, both decrease every 10 seconds
- If you run out of willpower, you won't be able to move or attack
- Only the rooms are lighted up, corridors are dark
- Find loot boxes behind breakable walls and in offices (almost everything is breakable :))
- Lootboxes contain coffee (sustain willpower) or batteries (power up your flashlight for dark corridors)
- Reach the exit to win the game
Software - Unreal Engine 5.0.3
External Assets - Hammer - Freesound CC0 - one nostalgic sound from Prince of Persia 1989 - Quixel Bridge Megascan textures
I opted out of graphics because I didn't create most of the textures, and out of humor because it is a horror :)
| Link | https://eugenik.itch.io/break-the-backrooms |
| Original URL | https://ldjam.com/events/ludum-dare/51/break-the-backrooms |
Ratings
| Overall | 1006th | 3.061⭐ | 101🧑⚖️ |
| Fun | 989th | 2.903⭐ | 100🧑⚖️ |
| Innovation | 1022th | 2.791⭐ | 100🧑⚖️ |
| Theme | 1162th | 2.631⭐ | 101🧑⚖️ |
| Audio | 599th | 3.082⭐ | 99🧑⚖️ |
| Mood | 620th | 3.408⭐ | 100🧑⚖️ |
| Given | 222🗳️ | 317🗨️ |

I liked that for a while the illusion of infinity, and the general procedural generation reminded me of the backroom videos. I wanted to see the monster, but was a bit disappointed when I found him, I had to track them as they were stuck in a door way.
Anyway just some random stream of consiousness. I don't even play thriller games often but this is the 7th game ive tested this jam and whole heartdly my favourite so far. Super well done.
I just exited the popup and this shadow person ran in from my right and I nearly threw my laptop. o.o
This game was pretty neat. I liked the idea and even though I'm a *chicken* with horror games, I tried again a few times.
My room for growth comment would go to the point that putting holes in the wall was really 50/50 on if it would let me through our not and that could be frustrating, trying to figure out why my character wouldn't go through this massive hole while knowing that something is chasing me.
Overall though, you spooked me, and I kept playing. Well done. :D
However, it was a nice experience. Good job!
Overall, 6/10.
This is a pretty well presented game with an impressive proc gen system, it just needs a much more salient threat.
Atmosphere is nice, level generation seems nice too.
Game was lagging at the beginning, guess it's some kinda Unreal's issue.
Still a great entry and great job creating that in such a short amount of time!
I really like the sounds in the game. This lamp Noize is really something special) But other sounds are good too.
Also, the destruction system is something out of Battlefield) Really good job here as well.
The game can generate really fun situations. I spent 5 minutes walking near the wall in the infinite room knowing that the Shadow is on the other side of it moaning)
But it lacks some guidelines to the exit. I know it's a labyrinth, but as a Player, I don't know where to go at all. There are no pointers and I don't know how much time I have to spend to find an exit on one level.
- some rooms seem infinite and empty
- the monster now is underwhelming and not much of a threat
- monster can get stuck, also it should teleport to the player as it can be outrunned eventually, leaving the player just to wander around. Add 2 navmesh resolutions.
- Players get jumpscared
- Smashing is satisfying
- Sound design is disturbing + lamp noise + spooky monster howling
- Overall experience terrifying
- Gameplay weak
- added stress of not being able to get through the hole in the wall is good, but could work better (probably pieces colliding with player), can be frustrating now. Add secondary collider.
- game crashes on weaker PCs + low FPS
- wall breaking can deplete memory even on 1060 6GB
- specify clearer goal and don't repeat the same gameplay loop
- lacking guidelines to the exit, sense of progression
- the exit should be more visible
- chaos needs optimizing for weaker PCs
- labyrinth generator needs optimizing for low RAM PCs
- static level with handcrafted design would be better than randomly generated enviro
- The game is a nice combination of Teardown and the horror genre
- Different approach to Backrooms is appreciated
- unclear when items are picked up. Add outline, proper sound and B1 anim
- lootboxes sometimes spawn inside pillar geometry
- some poeple don't notice the controls manual, don't know they can run - make a DS/SMB tutorial.
- if some attribute changes, a highlight would be nice. Add DS-like attribute indicator (e.g. HP change)
- fix the proximity check - the monster needs to directly see the player. Now it can kill you by being close behind the wall.
- sounds need to be animation based in the fullver
- add something like a god mode for people who just want to walk around the backrooms and explore, without managing willpower
- hit detection: hammer sometimes doesn't hit the lootbox
- add ability to defend yourself
- dynamic supply feed
- endless maze is like a nightmare
- great sound design
- Shining association just from the thumbnail - player assumes horror game
- coffee collectibles are cool
- the tutorial is overwhleming a bit
- not sure if you can attack the monster from the tutorial
- when spawned in loot room, and the monster is not coming, players can get confused and think its a bug
- hearing the monster is very creepy, it makes very spooky sounds
- fullscreen makes it more scary/immersive
- add ability to walk over small remains of wall below - 2 colliders
- hints where the exit could be
- the bad wall colliders increase hectic moments, heart pounding
- balance the gameplay, now can be very frustrating - huge levels, can get lost, no sense of direction, but you are one hit kill. So either smaller levels or bloody direction pointers
- monster sound is haunting, can stay in player's head
- juxtaposition of dark corridors and bright rooms is great for horror
- less flashlight life would be atmospheric
If you have any more feedback like this, I welcome it.
Nice jumpscares, nice gameplay and very cool soundeffects! Nice work for this timespan! Yeah and I didn't really notice the theme
It was difficult to jump through the broken walls
i didn't know when i had picked up items (add sound?)
Does the flashlight do anything other than make it easy to see?
Nice job, I liked the idea

I'll try to run it again later to give you a comment and rate your game !
Thank you! Was fun breaking walls
Also - bringing a sledgehammer is like the ultimate horror fantasy! With backrooms especially - the tradeoff of running swiftly for the 'known' corridor you can see, versus slowly bashing your way through to a new, potentially safer (or more dangerous) area - it creates a wonderful high-tension decision.
This game is perfectly rendered - not 'beautiful' persay, but it captures the haunting emptiness, the ambiance of a forgotten space, and the terror of unknown shouting , and the lonely confusion of running away.
There was a wonderful moment, where I heard the creature approach, and took off darting down different corridors. Them, finally feeling safe, I rounded a corner to see a broken wall! I had been here before - which mean's the creature must not be far away! Then I heard his shout! A perfect moment. I got a text message just after it and nearly jumped out of my socks!
I did eventually run out of willpower (which I was fine with - I want to see what happens when I got caught!) - but the creature never did seem to find me. A little extra polish on the UI, AI, and gameplay - and this could be a fan-favorite. If you have not yet shared this elsewhere in the internet-horror-storywriting community, you totally should!
All in all - you should be very proud - Although you did not have a huge team nor tons of time - I can tell already that this game is going to be memorable for me.
- Simple to pickup, intuitive controls.
- Sound design and monster approach are manageable, even for people hating jumpscares
- It just works.
- 10/10 would swing mallet again.
Edit : AND I ESCAPED, YESSS!
check out my jam game
Have a good control too, maybe a little hard near to the boxes.
About the jam theme it's ok and get a good (and scary) experience.
Good work!
Ryzen 5 2400G, RX 570 and 16 GB of RAM
Either way, very good entry and I think you should continue working on it after the jam ends, I think you really have something great here!
https://youtu.be/x8_8yrtjEcU