When we heard the heart beat as the source of inspiration for 2013 GGJ we thought on emotions and how those emotions change our heartbeat depending on the situation. For this game we wanted to create certain emotions on the players, we wanted them to feel tension and anxiety, the sensation to be on constant peril. To achieve this the player's avatar is alone on a maze and as his only source of light is constantly decreasing , to make things worse a light-eater monster is in constant pursue, he desperately needs to look for another source of light to keep alive, but where to go when you can't see? When we thought on the setting for this game we imagined a kind of Alice in Wonderland but with just shadows and silhouettes , we though of Alice falling into the rabbit hole , but this time she does not end up in wonderland she finds herself trapped in an dark underground labyrinth. A cackling monstrous wretch chases her, draining away at what little light she carries, while she desperately tries to find all the rabbits which she hopes will somehow help her escape. Will she fall pray to the labyrinth's dark passageways, or break out of this horrible cavern? - Action Survival Maze - Sound-rich ambience to set the tone - Sound events strewn throughout will scare and surprise - Minimalist art to keep the focus on the music - Massive labyrinth to explore and survive
True Colors: The game uses only the basic 16 colors: black, gray, silver, white, maroon, red, olive, yellow, green, lime, teal, aqua, navy, blue, purple and fuchsia. See color chart
X Marks the Spot: The game involves something location-based, such as a geocache, or requires the player to go to one or more specific geographic locations.