Bergmål by Ava Skoog

A camping trip goes wrong. What happened?

⚠️ Audio warning ⚠️
Background music is quite a bit lower than the sounds, which can be sudden, and louder.
ℹ️ About
I was way too ambitious this LD and didn't have time to turn it into much of a game unfortunately. The logs didn't end up getting used for anything at all, so you only need to look at photos. Much more of a story was supposed to play out.
🕹 Controls
Click on buttons and parts of photos. Click anywhere to advance conversation.
🎭 Credits
- Me
- Free font Wicked Grit by AJ Paglia
- Free font Alarm Clock by David J Patterson
- Free foley and music from zapsplat.com

Ratings
| Overall | 574th | 3.571⭐ | 23🧑⚖️ |
| Fun | 676th | 3.357⭐ | 23🧑⚖️ |
| Innovation | 384th | 3.571⭐ | 23🧑⚖️ |
| Theme | 956th | 3.143⭐ | 23🧑⚖️ |
| Graphics | 133th | 4.386⭐ | 24🧑⚖️ |
| Audio | 163th | 3.925⭐ | 22🧑⚖️ |
| Humor | 879th | 2.5⭐ | 19🧑⚖️ |
| Mood | 35th | 4.375⭐ | 22🧑⚖️ |
| Given | 27🗳️ | 36🗨️ |
I really liked your previous LD entry so subbed to get notified of your new projects ^^
So happy to see this one is horror style as well. I enjoyed the atmosphere, the way the game looked and characters moved. It all, with sound design, contributed to an uneasy feeling you want in a horror. I was suspecting Kim all the time, however ending was so abrupt I am not sure what to think and what happened (I remember being confused in the end of that train game as well ^^')
The take on the theme is pretty neat, and who doesn't love a little murder mystery? Though I didn't seem to be able to use dialogues in my deductions, only details from photos. Might be one of those things you had to cut because of project being too ambitious, just felt a bit confusing as the game was suggesting to use text as well.
At the same time, it still feels like a complete game, just with an abrupt ending that is normal for horror and opens a path to interpretations (other murderer, not from the friend group, now coming for all of them, or Kim attacking their friends, etc etc)
Logs did not end up getting used unfortunately. Clarified in description now. Incomplete game but I still wanted to submit what I had.
Thanks for playing and commenting, everyone! I'm glad you liked the vibe and visuals despite the lack of gameplay.
@willby: So yeah, there really isn't "a lot more", but in case you didn't make it to the ending, my hint is to try and hover darker details in photos.
@pugg: I say it every time and never do it, but perhaps I will try and expand on it post-jam! At least finish what I had written down but didn't have time to implement.
@kanity: It’s a struggle :') Nice to see you again, I remember your last game too! Excited to try your new one. Really appreciate such a detailed comment. Ending was meant to be ambiguous but not this abrupt or confusing, heh. Was planning on more clues and buildup.
@keithswanger: Yeah, lots of stuff :( Still always feels like I should be able to do more. Should probably make some Godot templates, I always waste time making bespoke stuff.
You should know better with the scoping though :laughing: Seriously ambitious.
Again, graphics where great, not only the details in it but the visual effects placed on-top. The font seemed very fitting choice, but if there's one thing with the style, it's when we get to the presenting evidence phase. The logs honestly don't look as great as everything else in the game. And given that as far as I could tell, I didn't really need them to solve the puzzles, I think they distracted a bit more than they added.
The story was cool too, though I must admit it was a bit confusing at times since the drawings where so suggestive and I'm honestly not sure if it was all linear or they came out in order responding to how I clicked on one or the other person. Really hard to pull off without being a bit confusing so I'm not complaining really.
It also took me a little while to figure out that I could click on things in the photos. Or rather to find the stuff that was clickable. I think I did search them a little at first but all I found was the time stamps. I'm guessing those were meant to be incorporated in further puzzles but time ran out? Basically though, perhaps it could have been split up with a super simple first confrontation where it is really obvious what should be clicked in the photo to teach me the importance of really scanning them.
It wasn't any serious issue, it just took me a couple of attempts to get it.
Very well made entry! Always interesting to see what you cook up.
Playthrough: https://youtu.be/nXFWK7V_Crs
@local-minimum: Thanks for such a detailed reply and the video! Agree about the logs. I even forgot to change the default Godot scrollbar hover colour so you get a jarring light blue that doesn't fit in at all :') In retrospect I think it would've also been less confusing to just have a single log that included the player's replies so you can get all the context. Didn't have time to incorporate timestamps either, no :(
@gamebuilder: I wrote down the events leading up to the death on the first day and the plan was to reveal it all through photos and dialogue but I just couldn't get it done on time. But there were definitely still some things I still needed to figure out by the end. As for inspiration, I guess I often go for fuzzy graphics (I like the feeling of them but it's also easier when I'm short on time), and I do like a mystery and I wanted to try and write one.
@klemen: I agree it probably looks that way as is, but it was not my intended ending, no :(
@smidgens: We'll see! I'll make a decision after the rating period. I don't usually do post-jam anything but it might be nice this time.
