Dark Lessons is a first-person psychological horror game. With only candles for light and trapped in your teacher's home, you have to uncover her family's dark secrets. Solve puzzles, connect the dots and escape. But beware: There is someone else playing games with you, and someone who needs your help.
Your biology teacher Agatha Glower has lured you into her house — and she is up to no good. Find a way to escape before it's too late! Explore Mrs. Glower’s chambers with only candles for light and — thanks to a blackout — no electricity to illuminate the place.
Strange things start to happen as you try to get out alive. Examine your environment and combine items that will help you solve puzzles and overcome obstacles.
Uncover Mrs. Glower's arcane family history and find out why you are at the center of her dark secrets.
But most importantly: Survive!
Features:
Classic first-person psychological horror game with low-poly 3D graphics
Thrilling story in which you find yourself the involuntary protagonist
Game world inspired by Lovecraftian lore
Plot-driven puzzles with point-and-click-style inventory management
Atmospheric soundscape and an original score that puts players on the edge
Take care of your light sources so you're not left in the dark
Accessibility features: fov slider, gamma slider, head bob settings
Hi,
As the date for Dark Lessons' Beta approaches, I've been trying to make sure you'll get as polished an experience as time allows. Development-wise, this means I've been turning all sorts of screws in the last couple of months.
Most importantly, I've been inviting my closest friends to pizza playtests to gather and then implement their feedback. Compared to last year's early Alpha, which revolved aroundstability and first impressions, the current tests focus on the game's particularlook and feel. What emotions do players experience, where do they get stuck, where do they lose motivation, where does immersion break?
Image 1: Added interactable items drive the story forward and increase immersion.
Observing my friends play and talking to them afterwards has led to a wide array of changes:
Added voice acting for the player character by the talented [u]Dela[/u] now helps guide the player.
[/*]I've finally improved controls in the inventory, which was already a point of criticism last year.
[/*]More interactable items as well as sound and visual effects drive the plot forward and increase immersion.
[/*]Enhanced accessibility options help make the game more enjoyable for players who tend to be affected by motion sickness (which, it turns out, are quite a few of my friends).
[/*]
Image 2: The time I've spent on this unassuming inventory is starting to get ridiculous, but I hope the changes will help you.
This being said, I still find that there's somethingmissing in the current vertical slice before it can bereleased as a demo. My to-do list with things I'd like to get done by 2ndOctober counts an unrealistic45 tasks, and that doesn't includethe still-openfundamental decision on if and how to add combat or chase sequences to the game. Most notably,I justdon't findthe experience scary enough yet (though you'll be the judge of that). For a horror game, that's obviously where the rubber hits the road.
Full disclosure:Before I started work on Dark Lessons, I didn't have a strongbackground in horror. I've had a lot of catching up to do. Whereas games ofall other genres are measured by how "fun" they are, horror works differently. Or at least: The term"fun" can mean something very different in horror. Some things that would be decidedly unfun in other games, such as willfully frustrating gameplay or subverting expectations,might be just the right thing in a particular horror game. It's fascinating to explorewhere the joy in being scared is coming from, why a certain amount of creep may be just enough and how much might be too much.
Image 3: Playing Arkham Horror with friends for inspiration. Our dinnertable is barely big enough.
In order to get a feel for this and develop my own taste, I had to start immersing myself in horror media: playing other horror games (not without my wife sitting next to me holding my hand, admittedly), meeting with friends to play the Arkham Horror LCG, watching the occasional horror movieandreading horror literature from Lovecraft to King or theoretical essays about classics like Silent Hill or Resident Evil or [u]Frictional Games's excellent developer's blog[/u] . The decision to lean toward Cosmic horror in Dark Lessons came from the realization that I find this subgenremost intriguing myself.
Right now, the changes I'm making to Dark Lessons based on this input are all over the place, from improved controls to added scares. I hope that eventually I'll be able to write about them in a structured way that may also help other game devs.For the time being, there remaina lot of moments when I'm nervous and uncertain that I can meet my own and players' expectations. At the same time, working on this game has felt super fulfilling in itself. So, if all else fails, at leastthe journey will have been its own reward.
You Can Still Save Your Spot for the Beta
If you'd like to be among the first to play Dark Lessons, you can still save your spot for the Beta by signing up for my newsletter ! You will receive a Steam key and instructions on October 2nd and will have a week to play my game for free and help me improve it.
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