Pocket Horrors
A downloadable game for Windows
Made for the Callum Upton's Game Jam.
This is my first game jam! I couldn't pass up trying to make a horror game!
Find yourself in a world brimming with horrors of all shapes and sizes. Fight these monstrosities and grow until you become the ultimate nightmare you were destined to be.
Engine: Godot 3.3.2
Graphics: Paint Tool SAI, Pencil and Paper
Sounds: Mouth, Various Objects + Audacity
Updates
1.0.2
- Added and then removed MACOS version as it is not working. : (
- Complete rewrite of game systems. Hopefully works better! : D
- Wings do something now! Blow away the enemies with these fun mutations!
- Buffed the eye mutation action and fixed the game camera to hopefully be more helpful.
- You don't get as large anymore, but you still get pretty big!
- Added a helpful mechanic when you start getting really large that will help you navigate in the game world.
- The elite horrors are "technically" killable...
1.0.1
- Added some fixes where game would crash when selecting an attack.
- Added ambient lighting to world once a certain size is met to stop you from stumbling around with a massive body into smaller creatures.
- Added a speed upgrade for when you are larger.
Horrific drawings by my mom because she creates nightmare fuel haha.
Music by sister and pop cans/mouth sounds (very spooky).
Big Thanks to Zylann and their scatter plugin so I could place trees on the huge terrain.
https://github.com/Zylann/godot_scatter_plugin/blob/master/README.md
PS - I might try making this better later, but don't hold me to it
Comments
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Uploaded 1.0.2 just before deadline (literally 1 min lol)
Feel free to try out this version, or stick with the original submission if the deadline didn't apply to me.
Also I still have no idea if you can win; good luck!
Not sure how Game Jams work, but 1.0.1 was released after submission time. I only added it so that people who want to experience a better version can try it out. It's still pretty buggy.
My main mechanic broke and I've been hemorrhaging time ever since trying to work around it. Will probably need to rewrite the enemy logic in the future lol. : )