Things We Had to Leave Behind

wanted to share a small thing we didn’t have time to add to the game during the jam.

This is our game: https://ldjam.com/events/ludum-dare/59/parasignal

There’s a specific moment in the game (those who played it will know which one, for those who haven’t, I’ll try to avoid spoilers) where I wanted to show something on screen. However, for rather cryptic reasons, and with only an hour left before the jam ended, I kept getting an error because it overlapped with another image, and I just couldn’t get it positioned correctly in time. So at least here, in an unofficial way, I wanted to show it.

I don't know why i can't upload here the image and have errors, here a link to watch it: Please, look it after play!

I thought it would be fun to include this along with many other hints, and I think we’ll release a more complete version after the voting period. We’ll upload it to itch.io and, if it performs well enough, maybe even to Steam. It will also depend on how many things we’re able to add, since we left quite a few ideas on the table (this was one of them). We also need to figure out how far we can extend the experience without making it repetitive, while still keeping it surprising. I had several levels in mind (initially there were going to be 7), and with some additional ideas we’ve come up with, I think we could expand it quite a bit more, even including some interaction both inside and outside the game.

The jam version of the experience ended up feeling a bit cut short, since just when the most interesting part is about to begin… it ends. But we felt it was better to leave it that way rather than include unplayable sections or half-finished features, it was more important to show something solid that worked well.

To wrap up, I’d love to get some feedback: What did you think of the game? Is there anything you would have liked to see added, or any ideas you’d suggest?

I can’t guarantee that an expanded version won’t include screamers, but they definitely won’t rely on loud volume jumps. We really like the kind of “cozy unease” the game seems to have, and we’d like to keep exploring that direction.