Death Is Inevitable by TherealMoebius
First game in the Godot engine. Went home.
Run from the scary monster and use the resources around the map to craft potions and weapons to delay the inevitable.
Controls
W A S D: Standard Movement
Z: Move crafting cursor left
X: Move crafting cursor right
E: Craft item
F: Use Item
Spacebar: Grab cursor
Escape: Ungrab cursor
Useable Items
Recipes will automatically be available when you find the resources. Use E to craft and F to use.
Rock + Stick = Pointy Stick: Throw at enemy for a short stun
Toad + Yellow Tear = Exploder Toad: Throw at enemy for make them fall over. Careful, can cause damage to you!
Vial + Red Tear = Red Potion: Gives extra health
Vial + Blue Tear = Blue Potion: Forces the enemy to pulse, causing a slight delay until he picks up your scent once more.
Vial + Green Tear = Green Potion: Gives you extra speed for a short time
MacOS Install instructions:
Mac OS:
Bypass the block in your Security & Privacy settings. If the previous method didn’t work, you can go into your Security & Privacy settings and do it manually.
- Open the Apple menu, and click System Preferences.
- Click Security & Privacy.
- Click the General tab.
- Click the lock in the lower right corner of the window.
- Enter your username and password when prompted, and click Unlock.
- Click the App Store and Identified Developers radial button.
- Look for “(App Name) was blocked from opening because it is not from an identified developer” and click Open Anyway. (In older versions of macOS, you could click Anywhere and then click Allow From Anywhere.)
- Try rerunning the app.
For more information see: https://www.lifewire.com/fix-developer-cannot-be-verified-error-5183898
Hotfix
- A game breaking bug occurred when the enemy pulses and the player was not found. This has been patched and is labeled as such on itch.io. If you prefer to rate the game based on the pre-patch build, it is still available on itch.io.
Authors
Programming, maze maker: TheRealMoebius https://github.com/jordan-schnur
Models, Sounds, Music: https://ikilledkenny121.artstation.com/
Ratings
| Overall | 1297th | 2.875⭐ | 38🧑⚖️ |
| Fun | 1340th | 2.458⭐ | 38🧑⚖️ |
| Innovation | 1268th | 2.569⭐ | 38🧑⚖️ |
| Theme | 1072th | 3.278⭐ | 38🧑⚖️ |
| Graphics | 1201th | 2.722⭐ | 38🧑⚖️ |
| Audio | 638th | 3.25⭐ | 38🧑⚖️ |
| Humor | 1122th | 1.919⭐ | 33🧑⚖️ |
| Mood | 485th | 3.681⭐ | 38🧑⚖️ |
| Given | 36🗳️ | 52🗨️ |
Some things that could be improved upon:
The camera was consistently going behind walls making it really difficult for me to see where I was going. I ended up getting turned around and lost a bunch of times from this happening.
Some landmarks like trees or rocks would help give the player points of reference when navigating the maze. Right now it feels like you're just running aimlessly.
The item menu is a little confusing and it took me a while to figure out how to use it. I would put the Useable Items descriptions on the itch page so people can find out what the items do.
Great work!
Just in case someone else sees this, recipes will automatically be available when you find the resources. Use E to craft and F to use. Z and X move the selection left and right respectively once items are available to craft.
Thanks again for playing!
The atmosphere and music made it feel like a classic horror film.
So yeah, I won't be original in saying that it took quite a lot of time to even find the monster at all. ^^'
The crafting system was perfectly functional, though I was pretty clueless how should I actually use the items (the healing potion was very straightforward, at least). The maze felt a little monotonous - I don't even know whether or how much I was going around in circles, having some characteristic spots would be nice. I'm not saying the game should take place in some fair (though I guess Five Nights at Freddy's did a nice job using usually cheerful elements and building horror elements from that?).
At any rate, the game had some proper unsettling/tense mood (with graphics and music alike), though I wish it had more visual variety to break the monotony of running through the maze. One last thing - way too often I found myself seeing through the walls when I got close enough (especially around the corners); maybe it's got something to do with camera or such?
The problem with horror games in mazes is that if you're just waiting for a monster to appear, you never really feel like you're making progress. Its just endless running through a maze and waiting. I think you could remedy this by adding like safehouse mechanic. You're running through the maze collecting items trying to make it to a safe room while knowing there's some monster out there trying to kill you.
It gives the player something to do and raises the stakes by having the player risk losing all their progress if caught by the monster
Found tons to things, but didn't realise there was a crafting system until reading this page after playing.
Played for about 10 minutes and didn't see the monster. I eventually hunted it down but it killed me before I saw it properly so I *still* didn't see the monster. It would have been better to not cut to the menu instantly on death.
The red plane that sometimes appears was confusing, and the camera clipping through walls was annoying.
Great entry though. I enjoyed playing.
Great game!