Blackout by Arthur Amorim
You found yourself alone in a big building, all tho, there are a few pages that have weird and curious informations on it, get all of them!
How To Play: You can sprint with SHIFT; You can Walk with Horizontal Input and Vertical Input (WASD or Arrows); You can close, open and interact with the Pause menu using the Escape key; Your goal is to collect all the pages; If the blackout happen, try to get the power back on; To close the Control menu, you just have to press Escape twice, one to close the Control Menu, and the other one to close the Main Menu;


| Other (platform) | https://happes.itch.io/blackout |
| Source code | https://www.dropbox.com/s/vfa9473251ha1we/Blackout%20Source%20Code.rar?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/41/ludum-dare-41-babe |
Ratings
| Overall | 499th | 3.15⭐ | 22🧑⚖️ |
| Fun | 438th | 3.125⭐ | 22🧑⚖️ |
| Innovation | 697th | 2.15⭐ | 22🧑⚖️ |
| Theme | 705th | 2.075⭐ | 22🧑⚖️ |
| Graphics | 441th | 3.026⭐ | 21🧑⚖️ |
| Audio | 424th | 2.579⭐ | 21🧑⚖️ |
| Humor | 503th | 2.118⭐ | 19🧑⚖️ |
| Mood | 140th | 3.474⭐ | 21🧑⚖️ |
| Given | 14🗳️ | 19🗨️ |
Great!
If you want, try my jam entry... also a creepy game! https://ldjam.com/events/ludum-dare/41/scarry
I'll admit that the jumpscare did get me a couple of times hahaha
OK so let's see, the first suggestion I would make is to clearly state how to start the game, you have to press Escape twice to get out of the control screen and then the start menu to start. Very counter intuitive and going to get a lot of people marking you down because they can't even begin.
It's very hard to remember what each enemy does - I don't find the color coding to be very valuable, you should have just altered the artwork for each enemy along with color. Very difficult.
Nice page pickup sound effect ;)
Overall - good work, next time spend more time polishing and play testing. Try to think about how your potential audience will see the game the first time they start it.
What are the 2 incompatible genres?
my best score: 
"if (TimeToKill >= 0.1f)",
so apparently you're giving the player 0.1 seconds to react. For me as a new player this wasn't nearly enough. In general I think it's a good idea to give the player a gradual increase in difficulty. In a game like this, in general I try to make it so that no matter how bad you're at the game, the game should be so easy that you don't die the first maybe 30 seconds or so. It just feels demotivating to die and never get any progress. How about making the timer limit decrease throughout the game? So when you increase TimeToKill by Time.deltaTime, you could instead do it like this:
float pagesMultiplier = Mathf.Clamp(GameManager.pagesCollected, 1, 4);
TimeToKill += (Time.deltaTime * pagesMultiplier);
And then you check if(TimeToKill >= 0.4f) instead. That way the player has 0.4 seconds to react in the beginning of the game, but for each page collected he has less time to react. For page 4-8 it's at 0.1 seconds like you intended.
By the way, are the colors on the character in the game slightly different from the character in the menu? I can't really tell, maybe it's just the different backgrounds.
Anyway, pretty cool idea. I actually feel like a top-down version of Slenderman is a pretty cool idea. Maybe change the pages to something else so you're not blatantly copying Slenderman, but you can definitely keep working on this and release it on Kongregate or something similar.
But about the PagesMultiplier, i tried to do the exact same thing as you did, but it's kinda odd for the player to be used to 0.4f seconds of reaction and then it just changes to 0.3f, it usualy makes them die at the first time that it changes as they were not prepared. I definetly agree that i could have added a different difficulty system and that with one it would be way better, i just couldn't find a good one.