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Sometimes finding out who you really are can be a pleasant experience, let's hope this is one of those times.

Find out who you are and about your past by exploring the situation you find yourself in.

Come along on a new narrative adventure.

"E" or click to interact.

WASD or arrow keys to move.

Playtime is about 15-20 minutes.

This was my entry for Ludum Dare #37. 'Lost in the Dance' was made in 72 hours from December 9th to the 12th

The game is a exploration of the ideas of identity and narrative authority.

More information

Published137 days ago
StatusReleased
PlatformsWindows, macOS, Linux
Release date137 days ago
Rating
(4)
AuthorLuke H
Tags3D, Atmospheric, Experimental, Exploration, First-Person, Interactive Fiction, Ludum Dare 37, Singleplayer, Story Rich, Surreal
LicenseAll rights reserved
Asset licenseAll rights reserved
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilitySubtitles

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Windows
OSX
Linux x86

Comments

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Nice game. A little confusing tho.


Hello! I really liked your game, it looked great and had a cool concept and a sassy narrator to boot! I made a let's play of it here~


(+1)

Hello! I played this game and I loved it. I think that the only downside was there was heavy motion blur and that sometimes hurt my eyes. Other than that, I thought it was amazing! I made a video on it if you would like to see me experience the game :)


(+1)

Hey there, i played your game and made a video on it, it was very interesting and a great demo, i hope there will be more of it in the future =] https://youtu.be/zezLalaV-54

(+1)

This is a great demo, however, once I got into the Baby Playroom / changing table room. The contrast went beserk, it was really bright and it was also flashing, I finally found the key and got out. The family room with the 3 doors was fine and properly lit.

Hey thanks for playing and I'm sorry you had issues, would you mind telling me what computer and OS you were playing on?

Due to the way this was created (in 72 hours during a game jam) I didn't have the ability to playtest on different machines.

Sure, I have multiple configurations and machines (since, I'm a developer, too).

My computers are a lot more varied than my graphics cards (but those are numerous, too). I have quite a few more computers than what listed here but this is a good starting point.

System 1:

AMD HD7500 2 GB

AMD Phenom II x6 1100T CPU (running at 3.2 GHz)

16 GB RAM

Xubuntu 15.04 / 15.10 / 16.04 / 16.10 (on 16.04 and 16.10 I use Mesa 13.0.2 compiled from GIT against LLVM 4.0 and the latest GIT DRM library, gives me OpenGL 4.5 and GLSL 4.5 as well).

My default version I use is 15.04 and restricted driver FGLRX 15.302 for which the capabilities are listed below.

System 2:

AMD R9 390X

Intel i3 6320

64 GB RAM

Xubuntu 12.04 / 14.04 / 16.04

System 3:

AMD R9 Nano

Intel i7-6700 (3.4 GHz, the non K variant)

64 GB RAM

Xubuntu 12.04 / 14.04 / 16.04

System 4:

AMD Pro Duo

Intel i7-6950K (Newest i7 extreme processor)

256 GB RAM

Xubuntu 12.04 / 14.04 / 16.04

Here is a dump of my capabilities for my lowest card, AMD HD7750 2 GB card.

direct rendering: Yes

server glx vendor string: ATI

OpenGL core profile shading language version string: 4.40

OpenGL core profile extensions:

GL_AMDX_debug_output, GL_AMD_blend_minmax_factor, GL_AMD_conservative_depth, GL_AMD_debug_output, GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, GL_AMD_framebuffer_sample_positions, GL_AMD_gcn_shader, GL_AMD_gpu_shader_int64, GL_AMD_interleaved_elements, GL_AMD_multi_draw_indirect, GL_AMD_name_gen_delete, GL_AMD_performance_monitor, GL_AMD_pinned_memory, GL_AMD_query_buffer_object, GL_AMD_sample_positions, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_atomic_counter_ops,GL_AMD_shader_stencil_export, GL_AMD_shader_stencil_value_export,GL_AMD_shader_trinary_minmax, GL_AMD_stencil_operation_extended,GL_AMD_texture_cube_map_array, GL_AMD_texture_texture4,GL_AMD_transform_feedback3_lines_triangles, GL_AMD_transform_feedback4,GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture,GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_direct_state_access, GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_internalformat_query2, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,GL_ARB_program_interface_query, GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding, GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, GL_ARB_shader_objects, GL_ARB_shader_precision, GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier,GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_snorm, GL_ARB_texture_stencil8, GL_ARB_texture_storage,GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store,GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit, GL_IBM_texture_mirrored_repeat, GL_INTEL_fragment_shader_ordering, GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float, GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_OES_EGL_image, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_WIN_swap_hint

I have to break this up into multiple posts because of the 10k character limit.

OpenGL version string: 4.5.13416 Compatibility Profile Context 15.302

OpenGL shading language version string: 4.40

OpenGL profile mask: compatibility profile

OpenGL extensions:

GL_AMDX_debug_output, GL_AMD_blend_minmax_factor, GL_AMD_conservative_depth, GL_AMD_debug_output,GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, GL_AMD_framebuffer_sample_positions, GL_AMD_gcn_shader, GL_AMD_gpu_shader_int64, GL_AMD_interleaved_elements, GL_AMD_multi_draw_indirect, GL_AMD_name_gen_delete, GL_AMD_performance_monitor, GL_AMD_pinned_memory, GL_AMD_query_buffer_object, GL_AMD_sample_positions, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_atomic_counter_ops, GL_AMD_shader_stencil_export, GL_AMD_shader_stencil_value_export, GL_AMD_shader_trinary_minmax, GL_AMD_stencil_operation_extended, GL_AMD_texture_cube_map_array, GL_AMD_texture_texture4, GL_AMD_transform_feedback3_lines_triangles, GL_AMD_transform_feedback4, GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, GL_ARB_ES3_1_compatibility, GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_bindless_texture, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compatibility, GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_direct_state_access, GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_indirect_parameters, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_internalformat_query2, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multi_draw_indirect,GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pipeline_statistics_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,GL_ARB_program_interface_query, GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding, GL_ARB_shader_draw_parameters, GL_ARB_shader_group_vote, GL_ARB_shader_image_load_store, GL_ARB_shader_image_size, GL_ARB_shader_objects, GL_ARB_shader_precision, GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier, GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_snorm, GL_ARB_texture_stencil8, GL_ARB_texture_storage,GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query, GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_polygon_offset_clamp, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, GL_IBM_texture_mirrored_repeat, GL_INTEL_fragment_shader_ordering, GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float,GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_OES_EGL_image, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_WIN_swap_hint

As a rule of thumb, since Mesa doesn't offer compatibility profiles for OpenGL it's best to stick with core profiles only. Therefore it will work with Mesa open source drivers and libraries as well as the closed sourced variants that have both core and compatibility profiles. If you don't know the difference, core is the most commonly used calls from the API while compatibility has all the of the calls from within the API standard. It's wise to code to OpenGL 4.0 or 4.1, because from 4.2 to 4.5 there are a lot of calls, even in the core profiles that obsolete each other for every point release up to OpenGL 4.5. It's one of those times where as a game developer you want to beat your head against the wall and anything solid.

Need anything else, just ask.

(+1)

i liked it and i hope you enjoy the video https://youtu.be/D8mZEt36d5s

(+1)

First of all, i LOVE the graphics, what software did you use? Second of all, good job on the game play and the NARRATION (especially) xD i hope your game win the jam! :D




i have a THEORY in the end, i hope im right ( or maybe close enough? :D )

Thank you so much for playing! The game was made using Unity3d. I was pretty nervous about the narration (thats me talking!) but I think it ended up OK hah.

(+2)

Definitely left me with many questions. Oh, and.. well, it's probably know, LitD freezes after finishing it. Overall, me gusta. :) It would be interesting to see it expanded.



Hey thank you so much for playing! And thanks for letting me know about the menu issue, I've found and fixed it, so that shouldn't be a problem anymore.

I plan on making a much extended version, my goal to GREATLY expand on the story. I had to cut so much just to finish before my 72 hours were up!

Greatly expand, I like the sound of that. Let me know of any new builds. I want to find the guy and bash his head into a black door. :) Really good work in such a small amount of time.