THRESHOLD is out!





So, THRESHOLD, THRESHOLD, THRESHOLD... what an experience to make. This was kind of stressing to make, especially since I was already exausted from Critters and Critters. I shouldn't do back-to-back jams anymore lol.
I actually think this game came out really good. Sure it's slow, but I think I nailed the horror really well this time. The mazes are monotonous and you never really know if there's something around the corner. There's a lot of entities and random events in the game so you never really know what'll happen. I also tried a bit harder with the subversion of expectations, some entities seem harmless but aren't, some entities seem dangerous but aren't, etc. I also really enjoyed the design for all the entities, I must say, some of my favorite entity designs were Render, Pixel, and Emdash1. I was also a fan of the sound design, I like the contrast between how quiet the world is and how loud the entities are. I know I sound like I'm glazing the game but I just really liked it.
THRESHOLD is actually my OLDEST game concept. I had this idea in around 2020 or 2021. The original idea was "a cryptic mobile black n' white maze game where you just walk around until you find the exit". The game wouldn't have had any entities or resources at all, you'd think there would be one around the corner, but there really wasn't anything. It would've just been a walking simulator, which is lame. That's why I remade the concept to be actually engaging and playable.
I do think I could've animated the cutscene better. I thought the way I animated it and the voice acting (props to Super_A for voicing again) were kind of a bit more light-hearted compared to the actual gameplay. Props were they're due tho, Super did a FANTASTIC job voice acting, and my animation wasn't even that terrible, it was just mid, nearing bad. I also feel I could've executed Emdash1 better, I mean, he just teleports around you for a bit, jumps into you and disappears.
And hey, even if the game wasn't perfect, I learned a thing or two about horror, dithering (for the vignette), Audacity (for the entity SFX), and even procedural generation. And I think that makes it worth working on. That being said, maybe this wasn't worth working on cause I got really stressed from making it, especially because guess what, making 3 games in a row isn't that good. I know, who would've guessed lol.
Special thanks to my dad for being an absolute genius and helping me make procedural generation for the game. The game wouldn't be half as good without it. Also shout-out to Super, again.
Alright that's all I have to say for now. This'll likely be the last game of this year, there'll be more details about that in a post I'll publish later this week. Well, I guess that's all folks! See ya!
Files
Get THRESHOLD
THRESHOLD
Hell doesn't have to be a Lake of Fire.
| Status | Released |
| Author | Brigadeiro |
| Genre | Adventure |
| Tags | Abstract, Atmospheric, Exploration, Horror, maze, Minimalist, Psychological Horror, Retro, Two colors, Walking simulator |
| Languages | English |


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