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Shot in the Dark

lyzer.shot_in_the_dark

Find the Escape-Zone in the dark or see a little bit of the world under each muzzle flash.

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About

Shot in the Dark

Every shot lets you see. Every shot lets them find you

You wake in darkness.

Somewhere out there is an escape zone, glowing brightly enough to recognize the moment it enters your view. The problem is everything between you and it.

In Shot in the Dark, the world around you is almost completely invisible. There is no flashlight to guide the way. If you want to see what is in front of you, you have to fire your gun. For a fraction of a second, the muzzle flash illuminates the room, revealing walls, pathways, ammunition... and whatever may be waiting in the darkness.

But pulling the trigger comes at a price.

Some creatures see the flash and immediately leap toward it. Others cannot see you at all, but hear the gunshot and begin hunting you through the dark. Stranger things lurk between them. Some enemies are both blind and deaf, seemingly harmless until you stumble into one and its scream alerts anything nearby that can hear.

So every shot becomes a decision.

Do you fire to see what lies ahead, or keep moving and hope there is nothing there?

Ammo boxes scattered throughout the map give off a faint glow, making them one of the few things you can spot without firing. Your ammunition is not just your weapon. It is your vision, your navigation tool, and sometimes the very thing that gives your position away.

The darkness remembers

Shot in the Dark is deterministic. A particular map and spawn point will always generate the same encounter. Enemy positions, the route through the darkness, resources, and dangers remain consistent between runs.

That means survival is not only about reflexes. You can learn a route, memorize dangerous areas, improve your strategy, and shave precious time from repeated attempts. It also creates a level playing field for competitive runs and the upcoming leaderboards.

Play almost anywhere

You are not limited to the maps included with the game.

Choose maps available from the cloud, or mount compatible maps from games already installed on your computer and experience familiar environments in an entirely different way.

Have some Quake maps lying around? Give them a try.

A level you have known for years becomes something completely different when you can only see it for an instant at the end of a gun barrel.

Face the dark together

Play alone or enter the darkness with up to four players in cooperative multiplayer. More people means more eyes, more guns, and potentially a lot more noise.

The host controls the lobby, chooses the map, starts the run, and can manage players with kick and ban controls.

Whether you are carefully memorizing a route, competing for a faster escape, exploring an old map in a completely new way, or listening to your friends panic after somebody fires at exactly the wrong moment, Shot in the Dark turns seeing into a risk.

Find the light.
Spend your bullets wisely.
And remember: if you can see them, they may be able to see you too.


Disclaimer for Game Jam III: Ammo box model was AI generated.

Updates

1 update
Version 0.0.1 Initial Submission Map selector - select cloud maps 25 changes

Added

  • Map selector - select cloud maps
  • Map selector - select mounted maps
  • Dynamic Map Adjustment - Quake specific logic to make most quake maps playable
  • Dynamic Map Adjustment - Most map interactibles (doors/platforms etc) should work
  • Dynamic Map Adjustment - Automatic map lighting adjustment
  • Watcher - leaps when a muzzle flash is seen
  • Listener - runs towards you when a gunshot is heard
  • Feeler - screams when bumped by a player attracting listeners
  • Lobby management - Online Ban database for hosts
  • Lobby management - Player Kick
  • Lobby management - Map selection/display
  • Lobby management - Player list
  • Lobby management - From solo up to 4 players
  • Inventory system - Facepunch Hotbar integrated
  • Inventory system - Ammo/Magazine system
  • Inventory system - Dropping active weapon
  • Inventory system - Picking up weapon
  • Inventory system - Picking up ammo
  • Determinism - Automatic Enemy scattering
  • Determinism - Automatic Ammo Box scattering
  • Determinism - Automatic Escape-Zone placement
  • Determinism - Scattering fingerprint depends on selected map spawn point and map navmesh (for the same set, you get the same scattering fingerprint)

Known issues

  • Automatic map lighting adjustment needs a bit more work for sun-like lighting
  • Watcher has some trouble jumping between different navmesh islands
  • Missing leaderboard/scoreboard however all prerequisites are in place

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