No Room in Hell by TomatoLamp

Story
The school deemed a new batting cage more important than art classes. A demonic curse will teach them a lesson… but now you must escape before demons take the school.
Every time you enter a room, an unseen horror manipulates the map, keep candles lit to hold the demon at bay or risk losing access to your only means of escape...

Inspired by the survival horror games of old, enjoy exciting features like: * Tank controls * Fixed camera * Limited resources * Death * Graphics
(NOTE...you may need to use the pause menu to restart in the event that your path to the exit or a key is cutoff.)
Controls: * W/S to drive your character forward or backward * A/D to turn your character * E to interact with objects * Left Click to Attack when holding a weapon
Credits: * Programmed by TomatoLamp * Art by TomatoLamp * SFX by GibberingTaylor * Voiced by Mercedita Frank * Music by GibberingTaylor
CHANGELOG ```
CHANGE LOG (10/02/23 5:15 PM)
Initial builds uploaded
CHANGE LOG (10/02/23 6:20 PM)
Fixed issue with returning to main menu Fixed issue where weapon would break on hitting dead enemy
CHANGE LOG (10/04/23 2:10 PM)
Fixed issue where enemy walking animation would stop Stopped music on round failure/success ```
| Link | https://tomatolamp.itch.io/noroominhell |
| Original URL | https://ldjam.com/events/ludum-dare/54/ld-54 |
Ratings
| Overall | 529th | 3.609⭐ | 25🧑⚖️ |
| Fun | 620th | 3.37⭐ | 25🧑⚖️ |
| Innovation | 570th | 3.348⭐ | 25🧑⚖️ |
| Theme | 304th | 4.022⭐ | 25🧑⚖️ |
| Graphics | 517th | 3.696⭐ | 25🧑⚖️ |
| Audio | 157th | 3.891⭐ | 25🧑⚖️ |
| Humor | 446th | 3.152⭐ | 25🧑⚖️ |
| Mood | 226th | 3.935⭐ | 25🧑⚖️ |
| Given | 29🗳️ | 11🗨️ |
Our goal was pretty much to just have fun making a little randomized version of a classic RE game - overbearing dialogue and all. We knew it wouldn't be for everyone. We actually narrowed in on resources and things like that to avoid over complicating it and instead focused on the "Limited Space" side of the theme.
I will say, I feel most people would find jump scare horror to be cheap - making the player panic means that you actually felt something, so I'm happy to hear that!
Like others, I struggled with the controls a little bit. I understand the nostalgic angle, but going with more modern controls (at least for movement) might have been a better user experience.
Also, it's a very good idea to show the controls on the screen on in-game somewhere for jam games.
Overall, I like what you've done with the procedural approach to level design and this feels like it's got real potential!
@zee-yuen We understand all frustrations about the controls! (Which we did list under the pause menu, but they were easy to miss there @silas-reinagel )
We knew they would be divisive but for us it's not just about nostalgia. The way you have to watch your character's forward direction, scan the rooms, and reverse away from enemies to avoid them in the nick of time - it's just a unique experience that I want to coexist alongside modern third person shooters. If any part of it interested you, I'd encourage you to go check out the Resident Evil 1 remake (which has an okay modern control scheme option) or any of the classics - I'll be honored to be your introduction.
Ultimately, you like it or you don't - but we're happy you took the time to play and write all the same! We'll be working through your games soon as well.
Great job overall, I wish more horror games like this were made in the jam
A bit tricky to get used to, but pretty fun.
I think I would prefer if the camera didn't follow the player, and was just in a fixed place/direction in each room.
I didn't really understand the use of the candles, since monsters would spawn anyway.