Haunted Forest by zimny11
Hello all!
Again trying something different. Not sure what genre is this game from... puzzle? survival? horror?

Description:
Try to perform the summoning! The way how to do it is yours to figure out. Gather objects, interact with them and see what will happen. Be careful, you are not alone in the haunted forest. You only have a small knife, so it won't be of much use to damage anything, but at least it is some defense.
Recommended to play in itch.io full screen mode.
Controls:
Move - Arrow Keys
Interact - Spacebar
Attack - Arrow Keys + Spacebar
Tools:
Game: Godot 3.5
Sound Effects: My recording from the phone
Sprites: Piskel Online
Font: BitFontMaker2 Online
| Source Code | https://zimny11.itch.io/haunted-forest |
| itch.io | https://zimny11.itch.io/haunted-forest |
| Original URL | https://ldjam.com/events/ludum-dare/55/haunted-forest |
Ratings
| Overall | 139th | 3.614⭐ | 37🧑⚖️ |
| Fun | 211th | 3.25⭐ | 36🧑⚖️ |
| Innovation | 193th | 3.265⭐ | 36🧑⚖️ |
| Theme | 191th | 3.515⭐ | 36🧑⚖️ |
| Graphics | 102th | 3.838⭐ | 36🧑⚖️ |
| Audio | 166th | 3.219⭐ | 34🧑⚖️ |
| Mood | 20th | 4.147⭐ | 36🧑⚖️ |
| Given | 37🗳️ | 62🗨️ |
I went all the way to get a warm mushroom stew in my bucket, but didn't what to do with it. Trying giving it to an old man, but I guess it wasn't to his taste. I was killed on the way to see if I can spill some on the altar, and didn't have the strength to redo it all ^^
I was in vocal with a friend, and I really didn't understand at first that all the noises were from the game. Kinda disturbing :joy: Love the handcrafted vibe of "I'll blow on my mic, roll my chair wheels, and open the window to record birds" :ok_hand: The 1-bit pixelart was nice and effective.
I guess the game would have been even nicer with a way to understand the summoning recipe, not only relying on randomly stumbling on ingredients (maybe have the wendigo push you in a specific area, or writing, ... ?)
It would help a lot if they had some outline of the things that could be interacted with. And after you grab something, some text will appear. A sentence that refers to what it is and/or what it is good for.
But overall a fantastic compo entry, very memorable!
This is a brilliant callback to trial and error adventure games that I adore. I hope you don't end up adding lots of hints in there like I see discussed in the comments, as putting the time in and figuring it out is what makes the game!
There is absolutely more than enough in there (There is even a sign with an arrow, come on people, stop complaining!) for you to figure your way through the woods, and it being very rewarding, making you feel good about making connections. If you are lost in the woods, you don't get any hints handed to you, I know because I have been, haha! :evergreen_tree:
The artstyle is wonderfully simple and effective, you don't need more to sell the feeling, and the impersonality of complete contrast adds to the feeling of hopelessness which you must fight while trying to figure out the puzzles.
Thank you for this game, glad to have played it!
I like the monochromatic style.
I spent a long time trying to cook a squirrel in the cauldron XD

I do not want to give too much hints, since figuring it out is the game, but I also get that this is LD game, so it need to be limited to like 5-10 minutes, or people will not play all that way through. Not that there is anything wrong with it, but I worried not many people will see ending animation and I put a lot of work to it XD
I'm really happy you enjoyed my game! One more time, thank you!
Great idea for the game, and I really enjoyed the atmosphere. I agree with some of the others that it may have been a bit too hard to figure some things out. Providing text that says what an item is when you pick it up would help a lot, I think. (With the minimalistic style, some were hard to tell what they were.) I also found myself initially overwhelmed at the amount of ground to cover and explore after the very first area. Not sure if there's anything you could do to direct the player more?
I didn't quite understand the visuals of the water source, one of those old pump thingies would have worked better for me.

>
> Maybe he wants a log to sit on.
>
> ...no?
>
> These stones need a combination.
>
> Perhaps if I give the old man this bucket of water he'll give me the combination?
>
> ...no.
>
> Ah, I see! A hearty batch of mushroom stew. Surely the old man will love this!
>
> ...nope.
>
> Perhaps if I bring him some string to help tie his shoes he'll ...oh. Oh dear.
At least I managed to feed him some mushroom stew in the end :P
The sound worked super well on this one. I didn't think the difficulty
was too high, but I guess with jam games people don't have a whole lot of patience.
I'm still not sure what the big rock was for. Maybe to press the pressure pad? It seems
I didn't need the rock to go through the passage, though, but maybe
that was a bug?
I was unable to get past this first part, maybe I wasn't trying the right thing. The game looks cool though! Love me some 1bit graphics :) I also enjoyed the spooky sound design!
Music would have been amazing
I very much appreciated the wordlessness. It added a lot to the atmosphere and made the puzzles more intriguing. I did struggle to understand what some things were until I figured out what to do with them and the interaction or sound effect made it clear. I thought the bucket was a mushroom and the brick thing was a house ruin until I brought them together and realised it was a well. Not sure if that's a good or a bad thing!
Amazing atmosphere. The simple (but very well done) graphics and sparse sound effects do a lot of work. Black and white plus red isn't exactly new but you made good use of it and chose well when to go for the red. I really liked that the snow on the ground still wasn't pure white while the snow in the air was. Made it feel all the more cold and sparkling with icy crystals.
I'm still pondering the story. My character wasn't exactly being very nice so I figure the "monsters" are forest guardians trying to prevent me from causing death and destruction? Like someone else I tried to bring the soup to the person with the cane but of course the actual solution was much grimmer :(
High ratings from me, really good!
Yea... small resolution and using only black-white (plus red) colors does not help with readability of things in the game. Probably some changes are necessary, especially the well and the bucket (I notice with those two players have the most issues), to make them more recognizable for the player.
Thanks for your kinds words about color palette. I really tried to pull off this self-imposed restrictions of colors, since I thought it would add a lot to the aesthetic of the game and the mood.
Yup. We are not necessary "the good-guys" in this scenario... or are we? ;) You see... that's the trimmed version of what I wanted to make. I think even in game files I left the name of the map scene as "Stage1". Stage 2 was supposed to be somewhat "quick events based" fight (not really that, but it is hard to explain what I had in mind) against summoned monster (that you can see glimpse off in the final animation). Sadly, deadline had no mercy and it was cut off. I guess that is the beauty of game jams :)
One more time, thank you so much for for playing and giving such a nice feedback!
I was able to gather items and advance a bit but at some point while brewing things on the pot I got suck and couldn't figure out what to do, may return later and give it a try I am sure I missed something in the world
very interesting entry!
Anyway, I the vibes here were amazing! The graphics were seriously awesome - I loved all the little animations and effects, especially the footprints. The simplistic sounds also added a ton. And the final animation was really cool!
However, this was also probably the most frustrating game I've played this jam. I *know* that stuff like slow movement, very limited health, and - most importantly - limited (or in this case, no) saving are staples of survival horror, but here they felt like they only added tedium instead of tension. The lack of checkpoints was the absolute worst - every time I made the slightest amount of progress towards finishing the game, an antler monster attacked me and I had to start from the very beginning again. It even happened once after I completed two of the three steps and was on my way with the final ingredient. To be honest, I wanted to ragequit several times while playing this, but my curiosity about the ending kept me going, if only because there was no playthrough video for me to cheat with.
In addition, it was extremely easy to die - and have to start all over again. It took me a long time to realize that you could only attack while moving, and I kept dying until then. Not that attacking really helped in any way - since the monsters kept charging you a moment afterwards anyway, and would eventually deal damage to you no matter how many times you tried to fend them off. Essentially, the moment a monster spotted you there was no way to avoid taking damage, and with their movement being pretty random and the ease of getting lost, it meant *a lot* of game overs.
There were more things, but these were the worst offenders. Still, I did have fun! Figuring out the puzzle was interesting, and some of the twists - like with the old man - were pretty cool. I think I would've enjoyed it a great deal more if it was a pure puzzle game without the possibility of losing. And again, the graphics & vibes here - which were probably the focus - were really good. Overall, great entry!
P.S.: I managed to get softlocked here ~~(which led to yet another restert)~~, but that one was mostly on me for trying something dumb.

I'm really sorry about all the frustration it caused. The fighting would need an improvement for sure. You can in theory deal with "deer" by attacking them and then running in the opposite direction, attacking them stuns them for a moment. But I guess they move a bit too fast, or the stun is a bit too short, or both. Fighting being "a bit" finicky does not help with that at all... You can also lose them by getting them "stuck" on obstacles and I put all of them, but one near the sign, in such places you don't really need to get close to them, but... if what I did not took into account that player does not know the map and wants to explore, so of course player would walked into all of them at some point, which is 100% on me. I'm a bit worried that without those deer the game would turn into boring walking simulator, since there will be no tension at all, but I also see your point about focusing more on puzzle aspect of the game.
The "softlock" is also on me. It is bugged and player should not be able to pass the bridge without stone being on top of the pressure plate. Also, I'm pretty sure that is not really softlocked because, even that the visual for the bridge is not there, the passage should still be possible (the invisible walls should be gone, but not 100% sure about that one).
Thanks one more time for playing my game!
I was genuinely scared when the wendigo came for me first. I later tried fighting it, as it seemed you can do it with well timed strikes. But the game sort of broke and i couldn't swing the sword after my fifth death. I read here that we can't kill it, but i think it would be cool if we can, even if it doesn't do anything big. Just getting rid of it with some skill feels nice.
The controls also felt quite good to me! It is tough to make them a bit heavy but still feel good, but here it fit i think. The sacrifice mechanic was cool, i was a bit shocked when i killed my first squirrel. It took some time until i understood what the tooltip in the bar mean. Probably something directly on the object works better, flashing or an outline or sth.
Great job again, it is awesome to see your progression over the jams :D
I love the artstyle, the 1+ bit graphics work really well to build the atmosphere. One thing that could perhaps be improved is to use the red a bit more often, but on this one I'm not certain - it might make it feel a bit more special when used really sparingly like that.
The movement works fine, but I have a bit mixed feelings about the attack. Having to use move + interact to attack gives you a nice way to attack in a specific direction, but it also makes it difficult to time your attacks precisely to push the enemy away. More often than not I found myself just spamming it and hoping for the best. It might be the combination of the key control, game perspective and maybe the hitbox colliders not being adjusted well enough that made it feel awkward.
On the topic of enemies, they do seem to be a bit too difficult to me. The camera is confined to a pretty small area, so it's extremely easy to accidentally get into aggro range, especially when moving vertically. Decreasing the aggro range might make it a bit too easy to evade them altogether, so I think giving the player a bit more visibility would work better here. While I hated the deer, the bear-wolf-like monstrosity was great, I even tried playing fetch with it, but it never brought the stick back. :(

I'd agree with previous comments that the interaction indicator would probably work better if it was shown in-world near the object you can interact with, but it gave me another idea. When I first saw it, I thought that it might be something like a "danger sense", letting you know how close you are to the nearest enemy. That might be one way to give player better ability of evading enemies without making it too easy - just have an indicator that increases in strength the closer you are to an enemy. You'd be able to see that your getting close to the deer guys even when they weren't yet visible for you, and it wouldn't be too easy, since it wouldn't tell you their exact direction.
The sounds are pretty cool. I was thinking that maybe some music would nice, but actually the lack of music works well to enhance the sound effects here. If anything, any music you might have add would have to be rather light to not detract from the current atmosphere of the game.
While it took me a while to finish it, mainly due to being rather tired and not being able to remember where everything is (I really need a map today, lol), I finally managed to complete the game. Worth every minute! :D
