Forgotten (a tiny horror game) by ThisIsSpy
You play as Jack, a guy in his twenties whose girlfriend tragically died a few years ago. One day he wakes up in a locked and empty flat. Something is not right...
This is more of an interactive experience more than a game. It's more about about the antmosphere rather than gameplay. So any comments on how we could improve the atmosphere are welcome.
It is recommended to play in fullscreen mode and headphones on.
| itch.io (will get updated) | https://vinogradovivan.itch.io/forgotten-a-tiny-horror-game |
| Original URL | https://ldjam.com/events/ludum-dare/56/forgotten-a-tiny-horror-game |
Ratings
| Overall | 729th | 3.364⭐ | 24🧑⚖️ |
| Fun | 970th | 2.75⭐ | 24🧑⚖️ |
| Innovation | 1018th | 2.455⭐ | 24🧑⚖️ |
| Graphics | 459th | 3.773⭐ | 24🧑⚖️ |
| Audio | 310th | 3.568⭐ | 24🧑⚖️ |
| Mood | 135th | 4.068⭐ | 24🧑⚖️ |
| Given | 21🗳️ | 22🗨️ |
Visually, the pixel filter was much better once I discovered zoom, and better once I had explored the space once. Just barely enough visual detail when needed. Make sure the dialogue is prominent on at any resolution, but I think it's okay to keep interaction prompts in the center and dialogue below that. The interactable object red highlight was vaguely jumpscare inducing, since the bright red is jarring compared to rest of the palette (maybe that's intentional though). The classic thing to do is to change the scene when the character goes to sleep, but if you don't want to add a fade in/out for the pills transition, maybe only change the map when the player isn't looking or is in another room. You'd need to make sure the effect was noticable in multiple places so the player could realize what was happening.
Audio-wise, maybe mix the footsteps a bit quieter. I liked the short sounds instead of voice lines for the POV, and their tone matched the vibe. The ambience background music is great, especially the low Hz parts for me personally. Consider filtering or transitioning the ambience inside the hidden room to imply that particular area is different, or changing the audio as more items are collected. You could filter out mid tones and a player might experience that as an absence or something being missing.
Input-wise, I think the movement should remain janky, but slightly less to keep it from being distracting. Maybe reduce the distance it takes to turn the character or make the space slightly bigger.
Map-wise, small spaces can be made to feel big with containers and doors. I'd say keep that direction. I had to backtrack to the bedroom for the photo, but I think that's a good thing in an enviroment like this for 1 or 2 collectables.
This feels great--keep going. For vibesmithing, I think you should listen to your gut instincts for what to add or change. Make it exactly how you think it should be.
Overall the atmosphere was very creepy. The graphics were good but I felt some parts were far to dark for me. Although it might be because it is reasonably sunny currently and i had some glare on screen. But I struggled to see clearly part of the game. Also the next step was not entirely obvious with the reasoning behind what the player is doing not clear. Some visual story telling would have been nice and leaning more into using light as a tool to direct the player to certain areas.
From a nice to have perspective being able to scale the audio would have been nice.
You did a good job of creating a setting for horror but I think you left out the horror. I never felt like I was in any danger or felt like anything was at stake. Even the main character seemed unfazed with his seemingly uninterested grunts and loud stomping footsteps.
If you want to make a horror game, you need to add something to keep the player on their toes. I don't necessarily mean a gameplay element or a monster, but at the minimum some writing to set up the scene. Some guy woke in a locked apartment whose girlfriend died years ago is not horror. Maybe write about how the girlfriend died under mysterious circumstances or something and the game could have notes scattered around that were written by her.
I know a game jam is not enough time to create a complex narrative experience but I think if you decide to keep working on it think about a way to make the player actually feel like something is not right rather than just writing it out in the description.
(also the default unity skybox reflected on the tv screen kinda broke the immersion lol)
Good work anyway !!
The vertical camera look limits were a bit annoying, made it hard to pick some stuff up. I appreciate that pickups were highlighted.
It needed some notes or something to drive the story, as it felt a bit directionless and random.
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