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A jam submission

No Way To WakeView game page

A Bevy Jam 7 Entry
Submitted by WhiteGlint — 5 hours, 13 minutes before the deadline
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No Way To Wake's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#372.5762.794
Execution#372.7663.000
Audio#382.4402.647
Game Design#402.4952.706
Visuals#442.6032.824

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Fun and exciting! I tried to make use of obstacles to slow down the swarm, but not sure if there was any way to "win". Given the title and fever theme, I assume not. :)

Submitted

I lived for 169.7 seconds. Very spooky.

I like the feeling of being dragged down by gravity. Using the extra speed in the other direction to decide what path I take next. Very fun trying to juke the monster too.

Dead ends are the only thing that really stung. Very well done.

Developer

Thanks for the feedback! You've beaten my best record!

Submitted

Loved the way the enemy was implemented, feels very ominous, but also satisfying to watch :)

Developer

Thanks for the feedback. That's where most development time went into, I like the outcome of the creature too. 

Submitted

The monster looked and moved pretty menacing flowing through the obstacles but I couldn’t figure out what actually affected my speed or what “my mirrors” were supposed to be doing, some explanation would be appreciated even in the form of the game’s description!

Developer

Thanks for the feedback. The gravity pull (the slowdown), moving obstacles and mirrors are all part of the world mutation. The goal was to recreate the disorientating feeling I remember from my nightmares. There was even an input remap, but I ended up removing it as it was too punishing. My bad for not documenting all the details; it was too stressful over the last couple of hours before submission.

Submitted

Neat, really liked the background track. I died to being dead-ended a few times, then found a long path, but every time I attempted it my character’s move speed eventually slowed down and I literally couldn’t run fast enough to escape. Not sure if there’s an end goal, but if there is I couldn’t reach it.

Developer

Thanks for the feedback! I like the background track too. You can find the link to the asset in the credits section. I died in the dead-end rooms a lot too. I was thinking of adding pickups at the dead ends, but I didn't end up implementing them due to time constraints. I made the world change slightly every few rooms; the slowdown is part of that. My bad for not documenting all the details.

Submitted

I liked the particle enemy, I did notice I could get it stuck behind the beds forever so might need to make those dynamic as well. I was a bit confused on what the screen flashing really meant, if it meant my player slowed down or if the particle monster sped up?

Developer

Thanks for the feedback! I was trying to make the game more dreamlike. The environment keeps changing, which makes it feel incoherent. The slight screen flash indicates that a new change is coming. I admit that the gameplay is quite confusing and boring in its current state. 

Submitted

The thing chasing you looked so cool! I had a great time, but was a little confused by what the goal was at first. A little tutorial would have been helpful. Great job!

Developer

Thank you for your reply. I totally agree why you're confused by the current state of the gameplay. I spent too much time trying to create a more dreamlike visual aesthetic. For the next jam, I should prioritize improving the gameplay and onboarding experience.