Aorta by Cloughd
Face your past after waking up in a mysterious maze. Navigate your way out and find your daughter. Aorta is a horror game inspired by games like The Backrooms, Outlast, and Slender:The Eight Pages.
How to Play
- Manage your heart rate! The faster it beats, the quicker it starts to fail!
- Harvest and transplant new hearts to stay alive.
Controls
- WASD: Movement
- Mouse: Look around
- Shift: Sprint
- E: Interact with objects
- Escape: Close the game!
Change Log
- Forced cursor to confine itself to the window.
Sources
- Everything that is not the font was made by me during the jam.
- Font: https://www.dafont.com/quikhand.font
Interesting Development Bits
- Aorta Post-mortem: https://ldjam.com/events/ludum-dare/52/aorta/aorta-post-mortem
- Your heart rate increases faster when sprinting. It decreases faster when idle.
- The heart beat sound in the game is an actual recording of my partner's heart beat. We used an app that records and amplifies the sound.
- I smashed up a piece of banana in my hand trying to record a juicy heart pick up SFX, just to run out of time before implementing it. Rest in peace.
- Used an edited photo of myself in the obituary paper pickup towards the end of the game.



Ratings
| Overall | 110th | 3.636⭐ | 35🧑⚖️ |
| Fun | 173th | 3.348⭐ | 35🧑⚖️ |
| Innovation | 218th | 3.136⭐ | 35🧑⚖️ |
| Theme | 198th | 3.545⭐ | 35🧑⚖️ |
| Graphics | 115th | 3.788⭐ | 35🧑⚖️ |
| Audio | 72th | 3.672⭐ | 34🧑⚖️ |
| Humor | 252th | 2.087⭐ | 25🧑⚖️ |
| Mood | 9th | 4.294⭐ | 36🧑⚖️ |
| Given | 34🗳️ | 47🗨️ |
Wow, thank you! It's an honor!
@tirablazar
Yes! It's designed that way on purpose. If you stand still your heart rate drops faster, while walking will slowly increase it to a certain rate. Thank you for noticing!
I believe if you "tab" back into the game, it will hide the mouse. This is an issue I did notice and should have spent a few minutes to figure out. Definitely one of those things going on my checklist before submissions in the future. I agree with the pausing the game to allow more time to read notes and papers. Thanks for playing!
Good atmosphere! If it had a linux export I'd play it fully! currently I can't get too far in it lol.
Glad you enjoyed the atmosphere. I think I could have definitely utilized more of my time for sound implementation. Sadly, a banana was harmed in the making of the jam. I recorded sounds of smashing up a banana in my hand trying to make a squishy heart pick up audio clip. Tragically I ended up running out of time before I could edit it and use it! I think in the future I'd definitely prioritize some footstep and interaction sounds. Thank you for the feedback.
@streq
I think this may be the issue with the cursor others have mentioned, it was an oversight not to hide and lock the mouse to the window by default. I believe it has something to do with the window focus.
I appreciate you giving it a shot through wine! I probably should have tried to build for Windows, Mac, and Linux since I didn't have a WebGL option. This is my first entry for Ludum Dare, is it too late to make a Linux build and add it to my page? This was my first time building for Mac and would be interested in learning the process for Linux as well. Thank you.
EDIT: it also says "Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players."
Maybe the mouse capture falls into that category?
truly gave me bad flashbacks to playing slender(I see you already got agentparsec's blessing!) and silent hill 1.
One thing that confused me was that on my first play through, I found the white light almost immediately, then the game restarted. I played it again thinking it was a second level, and then encountered the dark enemy thing, and died, then the game restarted and I realized it's just looping. Idk if the maze is randomly generated, or if I just got lucky on the first playthrough, but restarting the game really threw me off.
@elgin-ciani I was a little disappointed too, but I can laugh about it now. Frantically smashing a banana much too close to deadline time was pretty hilarious.
@fnkee Yeah I would definitely change the way paper notes work, and have the player decide when they are done with it rather than a timer. They broke at some point and this was my quick fix to get them displaying again and not remaining on screen for forever. Thanks for the feedback and kind words.
@leon-oost Thanks Leon!
@ale Yeah no true ending is really confusing people from what I have seen. Definitely an oversight in that choice, I would have it load with different dialogue the second time and then have it fade to a main menu or something in the future. The player spawn is random, but the maze is not. Sometimes there's a lucky spawn point where people find the exit without reading the story or facing the monster. I would make it a static spawn point if I could redo it. Thanks for playing!
@astridgoesgamedesign Thanks! The heart beat is one of my favorite parts of game. Happy to hear it did its job well.
You had the right idea going in there (mood lighting, mystery, ambient noise). For me, the pacing and wandering didn't sustain the vibe for long. Managing player emotion throughout the story is a challenge (I'm not sure I know how either. Our game was very short!), but maybe making the level a little smaller with a little more detail (so that you had less to decorate) would have kept it up?
I believe I understood the metaphor of the darkness. The problem is that the only way to defeat it (that I understood) was to move slowly, which in this scale of maze, decreased the fun for me. I'm sure any recommendation would mess up your metaphor, though. Still, something to think about!
Thank you for sharing this!
Made my way in the end! It would help if there were more "landmarks" throughout the halls to help me orient myself. Nice work!
Liked it
@nullval I'm glad you had fun playing!
@hawkin A lot of great feedback to work with here. I intend on revisiting this project and making it from scratch while applying the feedback I get from here. I think that would be the best way to capitalize on this learning experience. I am happy that you got the darkness metaphor, I think you're the first to mention it. I might go about it a different way to be less anti-fun. I think I'll aim to upload a new version on itch after the rating period ends. Thanks again.
@picross Landmarks were one of those things on my trello board that didn't get moved to the complete section. I think I would aim to make rooms that have some environmental story telling and having those serve as anchor points for navigating. That and some wall or floor decals hinting at different directions would be cool. Thank you.
@witchgf Thank you. Would have loved to put more time into the heart rate and heart beat audio. Was a lot of fun.