Among Darkness
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Among Darkness
The world has changed,
In the darkness, only flashlight can see them.
They can hear you.
Each level is different with different design choices in mind.
Join
Submission to Chill Jam
Interested in more content? Please leave a comment to let me know :)
Status | Prototype |
Platforms | HTML5, Windows, Linux |
Rating | Rated 2.0 out of 5 stars (1 total ratings) |
Author | Arciae |
Genre | Adventure, Shooter |
Made with | Krita, Audacity, Godot, Aseprite |
Tags | 2D, Atmospheric, Creepy, Exploration, Horror, Monsters, Short, Singleplayer, Top-Down |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Arciae, Discord |
Download
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Click download now to get access to the following files:
AmongDarkness-v1.1-windows.zip 24 MB
AmongDarkness-v1.1-linux.zip 27 MB
AmongDarkness-html.zip 13 MB
AmongDarkness-windows.zip 24 MB
AmongDarkness-linux.zip 27 MB
Development log
- v1.1 Released and Regression Bugs in GodotJan 24, 2023
- Postmortem of Among DarknessJan 20, 2023
Comments
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Very moody, I like the spooky halloweenish atmosphere!! Going around corners is scary
You put a lot of work into this! :O Good job! I also think this is a bit hard now. Maybe I misunderstood how the sound works. I see circles when shooting or when lift works, or when a grenade explodes. But the max radius isn't covering the actual end of the sound waves I guess. I also saw that zombies reacted to me and not a louder source (lift) and for some reason I thought they will congregate next to the lift.
The game is very atmospheric and I like it, but I would have make the darkness more darker (not pitch black but still). When the zombies attacked me I jumped as the feedback for they injuring the character is certainly there. :)
Will you expand on this idea, or was it made only for the jam?
Hi LtCoyote, thanks for playing this game! Yes one of the mistakes I made during this jam is that I spent too little time on level designing (I remember that I didn't sleep on the last day of the jam, spent 16 or 18 hours that day developing haha). The sound/noise system in this game actually works like:
1. The zombies/ghosts chase the last sound they hear, or when the player gets too close, they start to chase the player.
2. The sound circles would reach their real radius except the footsteps, which was a bit too distracting when I set it to reach the full radius instead of currently radius / 2.0, I think a better solution would be to decouple the opacity with the circles' lifespan, but unfortunately didn't have enough time to implement.
3. The Lift and Battery Charger emits sound periodically (currently 5 seconds), so they would only attract zombies when there are yellow circles.
4. The zombies can actually pass each other, I think it's kinda cool and would make them more scary and ghost like. Byproduct is they will congregate next to a sound source, especially if the sound source is static, I think maybe some random variation could solve this.
Glad you find the game atmospheric :D ! Audios really makes a difference on games! I think the invisible zombies add to the tension as well.
Part of the reasons why I make jam games, to be honest, is to prototype game ideas and to see if they are suitable for a complete game. If you are interested, I'd like to hear your opinions on how to expand these mechanics as well. I think the game lacks some vital gameplay elements. Currently if I'd expand on this game, I'd add more player progressions, maybe base building, like collecting resources ( maybe Loot System? ) to build things like Spot Light which can also detect zombies, or defence robots/turrets, etc.
And about the next/future games, currently I am thinking about experimenting with emergent gameplay, and making roguelikes again,
which probably saves the headaches of level designing.Maybe port some mechanics, and focus on gameplay instead of programming. I used to be afraid of players getting too powerful / go out of the intended way, but now I think it should be encouraged, I want to add a ton of powerful and different abilities for players to freely combine in the next game! Thanks for playing!Great work on the noise system! I really like the idea. I'm a sucker for stealth and I love how risky it use to use the gun. But I found the game very difficult - I couldn't beat any of the levels. Maybe you can expand on the idea in the future with more interesting level designs. The levels are really big and empty right now, so it's not very exciting to explore them.
Thanks for playing! Yea I spent too much time on system implementations and left only some hours for level design and playtesting, my initial plan is to (maybe procedually generate) some indoor rooms with corridor and open grounds, and gradually introduce battery charging in first level, using grenade to draw enemies' attentions at second level... Currently I guess I will tweak the existing levels and maybe add some levels between Tutorial and Resident, glad you like the noise system! :)
This seems to be a really well thought out game. I appreciate all the systems at work to create this experience, from collecting items, shooting, zombie AI, level design, and of course the stealth/sound system. It all meshes together to create an engaging little experience!
Thanks for the kind words! The sound system is the first thing I implemented in this game, I think it raises tension pretty well incorporated with Light Only Zombies, glad you like it! :)