Deep Hour by Cammin

In Deep Hour you play as an overworked salaryman trapped in the haunted depths of his office building long after everyone else has gone home. Inspired by the eerie liminality of the backrooms, the building stretches into surreal, endless corridors filled with ghostly remnants of corporate burnout. Armed with only a flickering flashlight, you must venture deeper room by room, using light to capture restless spirits. Face your fears, and descend into the depths of your own exhaustion... if you dare clock out.
Made in 3 Days for Ludum Dare 57. Theme: Depths
Art:
Lucas Moreira
Alex Forcer
Gustavo Tozze
Programming:
Cameron Krebbers
Brian Pimentel
Level Design:
Cameron Krebbers (Using LDtk and LDtkToUnity)
Music/SFX from OpenGameArt (CC0)
"difficulties" - Gundatsch - https://soundcloud.com/gundatsch
| Itch (WebGL) | https://cammin.itch.io/ld57 |
| GitHub Source | https://github.com/Cammin/LD57 |
| Original URL | https://ldjam.com/events/ludum-dare/57/deep-hour |
Ratings
| Overall | 115th | 4⭐ | 32🧑⚖️ |
| Fun | 157th | 3.817⭐ | 32🧑⚖️ |
| Innovation | 280th | 3.5⭐ | 31🧑⚖️ |
| Theme | 737th | 2.967⭐ | 32🧑⚖️ |
| Graphics | 41th | 4.567⭐ | 32🧑⚖️ |
| Humor | 306th | 3.148⭐ | 29🧑⚖️ |
| Mood | 223th | 3.914⭐ | 31🧑⚖️ |
| Given | 27🗳️ | 38🗨️ |
I love ghostbusters)
I definitely agree with your criticism; I think the part that needed improvement was the game design and the core loop the most.
I'm glad you like the chase when you run out of flashlight, I think it's a great experience too :)
Nice, to see SkywardRiver refer the game, he's an awesome dude.
The artwork, animations, movement, lighting, and interface is dripping with awesome. The best compliments I can give this game is that it appears to mix Alan Wake + Luigi's Mansion + Castle Crashers. Well done. :)
Didn't like it: small camera view.
Matching the theme: medium
@trevor-lentz Thanks for the huge compliments! I definitely think that the core gameplay loop has some feelings of repetition and could be improved on be be more dynamic and interesting. I enjoy you think it feels like the xbox 360 days, haha.
@fancyreckless Thanks! Yeah my whole team are professionals at their craft so its helped a lot in that regard. I agree the core gameplay loop is repetitive and could have been more dynamic; will consider that for future projects :)
@jacky-san Thanks very much for playing!
@palvel Thanks for playing! Yeah, the camera could have been zoomed out a bit further. that, or have more options to look ahead.
@morepixels True, I think the camera could have been zoomed out a bit further or have more options to look ahead with the mouse or movement direction, etc. Another option might have been for the ghosts to react with some sort of idle animation before attacking so their position is more explicitly shown to the player beforehand.
Thanks for playing!
Congratulations to the team. I think this is a very solid entry.
Enemies have a good amount of variation. Maybe some of the more busier rooms would need more space to run around and dodge.
I wasn't a huge fan of button smashing, I think you would get better game feel if you could just keep the spacebar pressed to keep sucking.
Well done!
@yanato Thanks for playing! Yeah it's indeed kind of spooky, especially when running out of battery :)