Summer Slow Jams August 2020: Horror Games, theme: Don't let it out.

In-Broswer Game doesn't play intro video, after clicking the "play button on the main menu, left mouse click the white screen or if you wait 30 seconds (Length of the intro video) the game will start. 

Story:

 A young girl is tormented and locked into a metaphorical house of the mind. Will you help guide her through her mind and illuminate the dark spots clouding her mental state, suppressing the inner demons she has inside?

How the game relates to the jam:

The main mechanic of the game is don't let the enemies out of your sight to damage.

The story contains the theme don't let it out for the girls inner demons.

Team: 

Lead Design/Programmer: Seth Funk

Artist: Surzhykava Nika

Music/Sound FX: Andrew Snyder

StatusReleased
PlatformsWindows, HTML5
Rating
Rated 3.5 out of 5 stars
(2 total ratings)
AuthorSfunk92
GenreSurvival
TagsHorror, My First Game Jam, Mystery, Survival Horror, Unity

Download

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Click download now to get access to the following files:

Out Of Sight.zip 62 MB

Comments

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I really like the art style and mechanics of the game, though I was a little confused as to what I needed to do in the beginning as the game just jumped right in, but making game is difficult and this is a game jam game so it is overall very neat. I wonder if the different dark creatures have any meanings to them (cuz one of them really looks like a sperm to me lol)

Thank you for checking out the game! And yes, this was a game jam project in which was one of my very first "completed" games lol So it's a little rough. And as for the monster designs, they were based off animals in a tim burton style. It does kind of look like a sperm though XD

Me and some of my friends played this the other day when we were doing a little SSJ game marathon, so I figured I'd come back and leave a comment haha

The art style is really cool! To go with the theme in the comments of comparing it to other things, one of us commented that the warped perspective in the rooms was kind of reminiscent of Courage the Cowardly Dog, which I can kind of see. Similarly I was getting a kind of 90s PC horror game vibe, I in particular like the main characters sprite.

I know you mentioned that you actually didn't get everything implemented, but I actually feel like you could have edited the scale down and it would have been fine. I feel like when some of the more intense monster designs started popping up is when I started getting more into the game, but that was a few rooms in. Those first few rooms felt maybe a bit repetitive, but it's hard to get pacing down obviously haha

(Also, after beating it, we went back to get the bad ending and got a kick out of the end screen. Something about the text and eyes just hit right)

Thank you for checking the game out. The art was definitely my favorite end product of the project. And our scope was shot once our first artist had to drop out of the jam halfway thru. (and sadly they weren't able to complete any art either during their time with us). So I was okay with how it turned out. Just gave me experience to have contingencies in place!

This game definitely has the Tim Burton feel and also reminds me of the baby maze in Max Payne. The animation and design match up well. It would be nice to have a flashlight to destroy the demons that exist within us all and free ourselves of the burdens of the past or the fears of the present. 

Great game for having the time restraints and unforseen circumstances! Nice job 

Thank you for checking it out!

Pretty neat there! I intentionally ran into everything... so I assume there was not a "death" scenario? Probably would have been cool if there were consequences for getting "hurt" other than screen shake... maybe lower visibility range or lower battery power but otherwise pretty neat concept. Also the mouse for look while moving was not something I could get used to especially since the flashlight always faced the mouse cursor. It become a little tedious when I "move past my mouse" and the flashlight shoots behind me suddenly.

Also nice choice of font for comments haha. You clearly have an eye for design.

(1 edit)

Thank you so much for checking it out! And the game was initially going to be longer but due to some major time issues we trimmed the harder levels, the only level you can lose in is the very last level due to the amount of enemies in that space. And i understand the complaint on the mouse look. We were expecting more complex enemies but again due to time, we went a simpler route that didn't need a complex mouse look. So we shot ourselves in the foot 😣 lol it didn't help our initial teammate left halfway through the game jam and wasn't able to complete anything. But they were dealing with other stuff that we understood completely! But thank you again!

Fun and entertained

Thank you for checking it out! 

The monochrome colour scheme is a nice touch to the game overall. The character design and animation were well done. The original art really fits the horror aspect of the game. The sounds also kept the atmosphere going throughout. Somehow this reminds me of the animation, Coraline. If there is one thing I'd like to suggest for future updates, it is that the ending should've had as much impact as the beginning since I was expecting an animation. However, I understand there could be time restraint since this was for a jam. Great job!  

I had to run the program 5 times with administration settings on a Windows 64. It would show up in the taskmanager but it would not run, unsure of the problem but it worked after the 6th attempt. 


The concept was interesting but from a players perspective it is hard to understand the story and what your supposed to do, even with the instructions in the beginning.


I'm an artist so I'll focus on the art direction. Its a unique style that I'd enjoy more in a different media form, but that's just a personal opinion. The scale of the items within the rooms feels off. I'm assuming this is a child character based on the scale but there are objects in the world that are 3-4 times larger than what seems to make sense. ie, the toilet was sized for a giant.


There are objects that are top down, and objects that are on their side which makes for a conflicting perspective. The wardrobe is from the side view while the bookcase is top down. While this might not be a huge problem, it can be confusing.


The tillable assets are a bit overwhelming, and the grey scale tone of the game makes it easy to misunderstand what everything is due to the lack of variation in tone.


I still don't know what the tire wheel is or what their purpose is but it stands out greatly and I tried to mess around with it multiple times because it stood out so much. As I'm writing this comment, Ive realized that its a lampshade.


I'll wrap up the review by saying this. I do appreciate the art style, it just seems to be a little misdirected and it wasn't very clear what the objective was at first. I did complete the game after getting stuck in the first room for a few minutes.

I can understand the confusion on the perspective of the art. Our original artist for the team left halfway through and left us with nothing, so our current team member stepped up and tried to knock out whatever they could. For the sizing, it was done purposely due to the  fact we wanted to go for a Tim Burton style. Exaggerating sizes of objects is common in those films. And for direction of the game, the first room was suppose to teach the player how to play. But due to the time constraint it was hacked short to make submission time.

 As the multiple attempts to start the game, I am not sure, but is good to know someone ran into that issue. The ones who have tested so far haven't mentioned it. But I noticed a few other games I tested from the game jam had similar issues (hanging at splash screen, random crashes during runtime, ect..). Makes me curious as to if it is a spec issue. This game is pretty lightweight though so that makes it even more concerning.

If you check out this game, please leave a review/comment! Let us know how we did!