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"Guide a tormented figure deep into a world of pain. Then, try to cheat your way out… if you can."
Before you start, please make sure you can hear the audio.
Headphones are recommended (don’t worry, nothing will scream or jump at you).
Press SPACE to Jump (hold to go higher).
Press Arrow Keys to Move.
Press Shift to Adjust Options.
Tip: “you have to cheat to finish the game”.
ABOUT THE GAME
D2D: Deep into Darkness is my first game. It was developed in 72 hours as an entry to a local Gamejam in Fortaleza, Brazil. The theme was: "You have to cheat to win the game".
ANDREY COUTINHO (http://walloftext.com.br/en) Original Concept, Game Design, Level Design, Programming, GUI Design, Writing and Directing.
TITO MARQUES (http://titom.carbonmade.com/): Original Concept, Character Design and Graphical Art in general.
SFX retrieved from:
Moonlight Sonata - 1st Movement - by Ludwig Van Beethoven
"The House of Leaves" and "Right Behind You" - by Kevin MacLeod (http://incompetech.com/)
P.S.: The game is actually double the resolution of the embed window. Image quality will be at its best if you zoom in the browser window until 200%. Stick to 100% if 200% doesn't fit your screen.
That was so sad D=
A splendid first experience at developing games, I must say. As a first time, is noticeable the lack of polished animation, and the minor bugs due to the engine used to make it. But the game concepts in general are pretty clever, presenting something unique and out of the box, with an interesting twist.
It's hard, it's weird, it's a bit frustrating, but it's compensating and intelligent. keeping it simple. I definitely like it, and feel a lot of inspiration from oldschool pure platformers games, such as the first Castlevania, respecting the player's intellect and no shoving a loadsome of tutorials and tips in his face. I'm looking forward to play more games from you, Mr. Coutinho.
Congratulations and keep up the good work.
Amazing game, very good music but its kinda creepy.
BR BR BR BR? HUEHUEHUEHUE
Very good. The atmosphere in the game was very good with the grotesque visuals and the creepy music.
My only complaint would be that the game needs a form of checkpoint system. While it is refreshing to have a game that does not spoon-feed you through the game some of the challenges you are expected to overcome are difficult and having a large number of them one after the other without any means of avoiding them in the future is very frustrating.
Thanks for the feedback, DruffyB.
Each level saves the game when you start (you can use "Continue" to play from the last level even if you closed the game), and they're all very small. I'd argue the only real "long" one is the "dark room", and it's pratically the last level. Some sections might seem a bit frustrating at first, but once you learn how to avoid the hazards, it gets much easier.
Also, dying a few times is expected and part of the design and even the storytelling. :)
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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