Into the Void
A downloadable game for Windows, macOS, and Linux
The game was made specifically for Macro Jam #5 in 4 days
In "Into the Void" you will find yourself in a mysterious and frightening world where reality begins to disintegrate before your eyes. The main character, immersed in sleep, gradually realizes that his bright and colorful reality is a dream in his dark world full of nightmares.
We made a game not on the theme of jam, thus making a game on the theme of jamđ
Controls:
- WASD - Move
- F - Interact
- ESC - Pause Menu
- DO NOT PRESS SPACE - IT WILL SKIP A MISSION AND BRAKE A GAME!!!
Updated | 28 days ago |
Status | In development |
Platforms | Windows, macOS, Linux |
Authors | Vlach, SilverTeller, vehpuwu, TANCHIK85, Y0l00 |
Genre | Adventure |
Made with | Unity, Adobe Photoshop |
Tags | 2D, Atmospheric, Dark, Horror, Indie, Pixel Art, Retro, Singleplayer, Top-Down |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Subtitles, Textless |
Comments
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This game is very interesting. Considering it was made in just 4 days, I think itâs really impressive! Of course, there are some bugs and things I would change (which Iâve listed below), but thatâs totally understandable given the time constraints. The game has potential, and in my opinion, you should definitely continue working on it.
On the other hand, I found it a bit too mysterious. I didnât fully understand what it was about or how the âvoidâ part connects to the story and title. Some quests like âwash upâ or âeat dinnerâ felt a bit unnecessary. While I get that the intro helps build the atmosphere, Iâd suggest either shortening it a bit or adding more varied tasks like âdress upâ or âcook breakfastâ to keep things engaging.
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Things I noticed during gameplay:
Negative:
- The settings button has a bug—when I click it, the previous screen still appears (the UI doesnât change properly).
- There should be a warning when loading a save that doesnât exist. If you press it without a prior save, the game gets stuck.
- The intro/logo animation feels a bit rushed and cuts off suddenlty. Itâs a small detail, but worth polishing.
- When I ran into a sign at the beginning of the game (âMission: Get Homeâ in the forest), the game froze for a bit. Not sure if thatâs on my end or a game issue.
- The shadow on Lekhaâs house (if I remember correctly) seems bugged — thereâs a noticeable line between the wall and the shadow.
- The character disappears when walking under the house door.
- In the main characterâs house at the beginning, you can walk off the map—probably missing colliders on the walls.
- The kitchen door animation is buggy. When I opened it from the kitchen side, it pushed the character back and I couldnât exit, though it worked the second time. I tested other doors, and it didnât happen again.
- You can push boxes out of the map.
- After scene transitions, the camera starts far from the player and flies over to them. For example, when waking up in the main characterâs house, the camera spawns somewhere else before catching up.
- After I ate dinner and washed my hands, there was a weird fade-in animation. If itâs meant to simulate blinking, Iâd adjust it because it feels confusing. A similar effect happens during the âFind out where you areâ mission.
- If itâs a fade-in, Iâd suggest fading all the way to black before fading out again—it would feel smoother.
- Adding a sound transition could help too. For example, when the character faints in a dream, the dream music could slowly fade out before the scene changes.
- During the âHave Breakfastâ mission (I think itâs the third one), I couldnât interact with anything in the kitchen or other rooms. I wasnât sure if it was a bug or if I missed something, but I had to skip it using the spacebar.
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Positive:
- I really like the shadows (especially at the beginning)—they add a lot to the atmosphere.
- The forest sound design is excellent! Consider adding footstep sounds for extra immersion.
- I like that you can push objects** around in the main characterâs house—it makes the environment feel more interactive.
- The art style fits the game perfectly. Itâs unique and adds to the vibe.
- The mysterious beginning is a great choice for this type of story—it sets the mood really well.
- I loved the random ambient sound** after clicking the light switch—it added an eerie touch.
- The mission to âFind out where you areâ** started in a really cool way — I wasnât expecting it!
- The âRunâ mission caught me off guard in a good way. It was a bit scary, not gonna lie, and the sound design really helped build the tension.
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Final thoughts:
Despite the bugs, I had a good time playing. The game has strong foundations, and with some polish, it could be something really special. Keep up the great work!
Hi! Thank you very much for such a detailed review! I really enjoyed reading it and was surprised by its detail (it can be used instead of a technical task, ahaha). Now let me tell you a little about the background of the project.
Regarding the emptiness - there was an idea that this one-bit real world is a kind of emptiness. Especially in comparison with a colorful and lively colored dream (as at the beginning of the gameplay). In which the character just feels this emptiness, and not only inside himself, but also around.
We did not have time to diversify the quests because of time. There was an idea to make a routine like in Voices of the Void, which would distract and relax the player, so that later we could scare him well, but we also did not have time to add normal screamers because of limited time.
About breakfast: on the table next to the pie there was a frying pan with fried eggs - that's breakfast :)
And yes, we are aware of the huge number of bugs in the game (we spent about 24 hours doing ONLY fixing bugs). Ideally - we need to rewrite the entire interaction system in the game, but again we did not have enough time for this. We had grandiose plans - interactive and living environment that changes behind your back, a more detailed main character and his lore, more locations, mini-games during everyday chores, more detailed sound design and much, much more. But again - we simply did not have enough time :(
Once again thanks for your detailed feedback. If the team agrees - we will finish and expand the game a little.