Where Shadows Slumber is a brooding puzzle game that takes place in a shadowy, abandoned world. You will aid the main character in his search for redemption - a search that spans numerous worlds and introduces you to a cast of mysterious figures. Who rules this forgotten land? And who will be left once the adventure draws to its inevitable conclusion?
The only tool at your disposal - besides your intellect - is the chaotic nature of the universe. Anything that is not touched by light has the freedom to change. This governing principle will be your guide in the darkness, but also your undoing. After all, if you are not touched by the light, you have the freedom to change as well. What will you become?
This app is a short demonstration of the full game's stunning worlds, mind-bending mechanics, and haunting story. The full game will be released at a later date, to be determined.
Where Shadows Slumber was designed for both phones and tablets.
Hey, RMG community! I've put a few of my games up here but this is the first one that has a strictly commercial purpose and a long-term goal of financial success.
Where Shadows Slumber is actually a collaboration between myself and Jack Kelly (I'm the artist, he's the engineer) and is being formally published by my new studio, Game Revenant. (www.GameRevenant.com)
Enough background, I'll cut to the chase here. This is just a demo. A demo we've been working on for over a year in our spare time (Jack works full time, I manage the studio full time and there's always multiple projects going on). Our goal is to use this demo as a springboard to complete the final game by the end of 2017.
Please play it and let us know what you think we should keep for the final game. What should we toss? What did you like? What didn't you like? What's missing? What is there too much of? The answers to all of these would help greatly.
The final game will retail for $5 on the major app stores, but this demo is free and always will be. You can download it on your phone from the following links:
We're planning on adding the following to the demo right after MAGFest 2017:
Enrik 5 months agoMechanics Level Design
Yoshgunn 5 months agoThanks for the feedback! Shadow blur has been added to our list of things to do. You're right about the intro at the beginning, too.
Enrik 5 months agoWell, I like puzzle games a lot and I like when there are hard so maybe I’m not the average opinion here. But as you can see in the comment on the Play Store a lot of people compare your game with Monument Valley. MV is an easy game but they mix both the exploring part with the puzzle part in a good way. Sometimes just exploring makes the players stop and say “wait a moment” if I do this and that…” that’s the part that makes the players feel good and “Smart”. I you manage to make some levels with that feeling then you have it.
Jofus 4 months agoMechanics Level Design
Yoshgunn 4 months agoI agree, a lot of the levels in the demo seem more like "progress bars" than puzzles. Lots of walking around but not a lot of thinking. We'll try to rectify this over the coming year. Thanks so much for your candid feedback :)
TheRichCourt 3 months agoGame Graphics Level Design
Yoshgunn 3 months agoThanks so much! We have heard this feedback often and I intend to make sure the puzzles feel just right. No more "push through the end" puzzles! I quite agree.
Yoshgunn 3 months agoI checked out the page earlier and I'm interested - let me get my full thoughts on there a bit later, after work today!
TheRichCourt 3 months agoThanks :D
Khouske 3 months agoLevel Design Physics
Yoshgunn 3 months agoThanks Khouske! I see you chose "Physics" as something you disliked. Since we don't have a Physics engine, can I assume you chose that as a "N / A" option?
Room To Grow started out as a competition between my friend and I, but escalated into a simple interesting puzzleish game. You start out extremely zoomed in and on level 1, with 0 points and 300 health. Your goal is to get the required score for the level and move on, but along the way you will need to attempt to collect zoomer orbs; purple orbs that zoom out the camera slightly. Currently I update the game ever 2~3 days, and with each updates usually comes a new level.
Shabda is an early prototype of a upcoming game that relies completely on spatial 3d(binaural) sound for navigation. There is a difference between 3d audio and spatial(binaural audio). Binaural audio uses special sounds to trick your brain to position sounds in 3d space as if they were real. With that, you can actually understand how close, far, up or down something is in relation to your head. A first prototype demo is also available with a simple demonstration of game mechanics. In order to run and play it with spatial sound, you need to enable HRTF in your sound system. Please note that without HRTF enabled, it will be close to impossible to play Shabda, as the sounds will just be regular stereo.
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