Dark Interval by alexandervrs
Fast-paced escape-the-room-type survival horror. You have 10 seconds to explore and survive the obstacles in each room before the Torment Hunter gets to you.
* Supports 1280x720 widescreen HD displays!
* Supports Gamepad with vibration! (vibration only on Windows standalone)
Linux users, make sure you have the OpenAL libraries, otherwise run in Terminal:
sudo apt-get install libopenal1
To install gamepad support on Linux execute in Terminal:
sudo apt-get install joystick
For the Web port, please use a WebGL & Web Audio capable browser like Chrome.
Chrome also has gamepad support!
Controls
* Keyboard:
Left/Right Arrow - Move
Up Arrow - Interaction (Search, Examine, Open Doors, Pickup)
Down Arrow - Crouch
X Key - Run
* Gamepad:
Dpad Left/Right - Move
Dpad Up - Interaction (Search, Examine, Open Doors, Pickup)
Dpad Down - Crouch
X Button - Run
* Esc key closes the game
* Delete key while in title screen clears any existing save data
Have fun!
* Supports 1280x720 widescreen HD displays!
* Supports Gamepad with vibration! (vibration only on Windows standalone)
Linux users, make sure you have the OpenAL libraries, otherwise run in Terminal:
sudo apt-get install libopenal1
To install gamepad support on Linux execute in Terminal:
sudo apt-get install joystick
For the Web port, please use a WebGL & Web Audio capable browser like Chrome.
Chrome also has gamepad support!
Controls
* Keyboard:
Left/Right Arrow - Move
Up Arrow - Interaction (Search, Examine, Open Doors, Pickup)
Down Arrow - Crouch
X Key - Run
* Gamepad:
Dpad Left/Right - Move
Dpad Up - Interaction (Search, Examine, Open Doors, Pickup)
Dpad Down - Crouch
X Button - Run
* Esc key closes the game
* Delete key while in title screen clears any existing save data
Have fun!
| Windows | https://mega.co.nz/#!ncNhWLoD!c1YOIPnuMu0TYiqNhXddivtjE1dTj5hkjbCRBUYHQ6E |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5234 |
Ratings
| Coolness | 85% | 2 |
| Overall(Jam) | 3.50 | 118 |
| Audio(Jam) | 3.60 | 69 |
| Fun(Jam) | 3.22 | 177 |
| Graphics(Jam) | 3.51 | 229 |
| Humor(Jam) | 2.24 | 338 |
| Innovation(Jam) | 3.26 | 171 |
| Mood(Jam) | 4.07 | 15 |
| Theme(Jam) | 3.51 | 105 |
I am currently working on the Linux port, will be up soon, the Web version will have to wait a little bit as there are plenty glitches with the sound at the moment.
Anyways, Linux players, enjoy!
The code is pretty hastily programmed to investigate and figure out where the leak is at the moment, so the safe way is to remove the filter effect completely. I did a full playthrough to ensure the game does not crash anymore, please tell me if it happens to you with the new executables.
Everyone that has problems with that room, first grab the key quickly from the nearby plant, then turn back and wait until the second press is lower than the first one, that should give you enough time to one-shot and not having to stop in the middle at all. Remember to keep running as you do this. There is a save point right after that room. The game follows a 4 rooms > savepoint pattern. :)
First I removed that key in the plant in the room with the double press, it was a cheap move since you could not go back after learning the door needed a key and discouraged a lot of people to continue. I did not change the interval of the press though, it is entirely do-able, you just have to wait until the second press is lower than the first one enough. You need to be precise and calm, as calm as it can be that is.
I moved a door in the first room where 2 keys are required so that the player gets the message about the multi-lock first, this was not clear and confused a lot of people as to why some doors were unlocked twice.
I also added a Greek translation for the captions, mainly so that friends of mine here could enjoy the game in their language. You need to change the "language" in the settings.ini to "el". Default is English "en".
Another minor fix is that the text was being overlapped and confusing people as to when or where they found a key. So I modified that so the text scrolls & fades downwards with the newest message on top.
I hope all these changes fall under the accessibility rule. :)
the opening idea of brooding-over-nothing hero who lost purpose in life is greatly overdone in moody jam games, but the ways in which you convey tension and overall polished feel rocked my ass of a chair.
please make more of it.
This is the best game I've played so far. The mood and audio was fantastic. The art on the walls was creepy and simple and amazing. The gameplay, admittedly, leaved a bit to be desired. I loved how there was no timer but the room just got shakier. If only the gameplay were a tad better (at the end I ended up more or less just spamming right and up, haha) too cool. Well done.
You could have done better
I loved this game. Please expand on this! :)
My one regret is that I didn't play it after dark. (I like being scared.)
There's a lot more I'd like to talk about (the excellent mood, the audio, the design of the monster), but like I said, I'm speechless. You'll get high ratings, hopefully that's good enough.
Excellent, excellent work. Will recommend to my friends.
SPOILERS:
I thought the ending revelation was a little bit cheesy. It's fairly common in certain types of indie games to have the game turn out to be a metaphor for depression or a symbolic dream. Something like this, with its great gameplay and mood, would work well on its own merits; sometimes you don't need a plot, IMO. But this game is so good in all aspects, I'm not going to complain.
It's good. Graphics look nice (as nice as horror/scary game can get). Almost every room looks nearly the same. Story... well, i can't say much. Looking at Christina's spoilers, seems that my first ideas what it all is about were correct.
Anyway, good game.
I had submitted this game also on Newgrounds and Kongrefate, got some really good attention on there plus here and from friends that made me consider remaking this from scratch, keeping the base mechanics and concept but adding more content and spicing things up!
Also replies to all your comments above:
@nicotr014, @Mago, @elementz123, @naufr4g0, @jomomomo, @withoutpillow, @Jeremias
Thank you all!! Glad you enjoyed it!
@van noctar
Good to know you enjoyed it, hope you recover from the terror soon! ;)
@thesunnyk
Yes, that's a flaw really, it should have a small delay when examining things and a bit more spice to it.
@kibertoad
Thanks! I am considering to remake this!
@zconnelly13
Thank you! Yes the shake idea was on my mind for so long and finally got to use it. I wish I had more time to spice up the gameplay, but as I am considering remaking this there will be improvements!
@g_o
Aw, I am sorry you didn't like it. Hope if I remake the game it'd be much better.
@Martin_Monosys
Dark room? All of them are dark... kinda!
@manuq
Thanks!! Yeah repetitiveness is an issue, especially if you make games that rely in common shared mechanics across levels without adding enough spice to the gameplay. For me traps and "puzzle"-like rooms added a bit more variety but it needed more at how the game handled.
@Diptoman
Thank you! Long time horror fan too! I will certainly consider expanding this!
@zn01wr
If you're using Windows you should not have this issue(?). If you are using Linux, perhaps you need to install the openAL library via "sudo apt-get install libopenal1" in the Terminal.
@reheated
Thank you! Yes, I did not want to add checkpoints in each room, since the rooms can be also beaten so fast. I needed to have some kind of effective punishment to the player, I believe games today are too forgiving. However there are people who would like to play the game because of the horror theme but wished the game to be easier. I could have added an easy mode if I had more time, but will certainly consider if I remake this.
@zzForrest
Thank you! Will revise the exploration mechanic if I decide to redo this.
@Brian Stegmann
I agree, a reason I wasn't showing the monster all the time but only a for brief fraction of second as you died. Nowadays many games that advertise themselves as horror games rely heavily on jumpscares rather than creating anticipation of the worst slowly emerging from a place you either know or don't expect.
@BadgerPriest, @jwolf, @meszka
Thanks! Will consider an easy mode if I remake this.
@Christina Nordlander
Thank you! Yes, playing in dark with sound up and a gamepad with vibration is highly recommended!
And no problem, I do have a more complex story which I keep for a future horror game I have in mind, but for such a straightforward game I provided a simple story.
@crueltear
Hope to make things more interesting in the future!
@DreamTeam
Thank you! I try to add gamepad support to all my games, the more control schemes the better, more enjoyable and more accessible the game will be! Control is everything in games!
@dudsen
Thank you! Perhaps if there was more time in each room so you can observe and look for solutions first. I stuck to the 10 second theme which did not leave for much time in each level. I'll try to remedy the trial and error issue if I remake this.
Thank you everyone for your comments! All were really inspiring & helpful!