A horror-ish puzzle-ish game made in 3 hours for TriJam 47 and Weekly Game Jam 125


  • WASD or Arrows Keys or IJKL or ZQSD or ,AOE to move
  • R to restart
  • F11 to toggle fullscreen (on Windows version)


  • Fully playable world with dynamic lighting, particles, screen shake, destructible blocks, and locks and keys.
  • Full music and sound effects.


Naturally from the nature of a three-hour game jam, much was cut from this game.

  • Enemies were an intended part of gameplay, but they were cut at the last minute for time.
  • More levels were intended. The game was made heavily leaning on tilesets and autotiling making the game quick to build. I had wanted to make at least another two worlds, but that was unfeasible given the time limitations.
  • More puzzle mechanics beyond the locks-and-keys system, such as pushable blocks and portals were considered but also scrapped for both time and design conflicts.


The theme for TriJam 47 was "One Step to Death"

The theme for Weekly Game Jam 125 was "Dangerous Collection"


PlatformsWindows, HTML5
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorGunnar Clovis
Made withGameMaker, Paint.net, FL Studio
Tags2D, Horror, Pixel Art, Sokoban


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Click download now to get access to the following files:

TriJam47_OneStepToDeath_v100.zip 7 MB


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Like it! Great effort for 3 hours. The instant death is an awesome feature in this format and can be expanded so much (parts mentioned in the missing-features).

I do feel the game with the instant-death features of ONE mistake lends itself better for a more puzzle-like play-style, where every step needs to be calculated, however the long level with just makes you want to walk FASTER and mistakes instead happen basically just because of impatience instead of a planning mistake.

I feel more effort could have been spent on getting one enemy or another puzzle mechanic to flesh out the gameplay and leaving the level more or less just screen-sized.


Yeah, it was my first Trijam / three hour game jam, so I didn't use my time very well. Lots of stuff could have been done better haha...


Okay. I... got frustrated with having to start again after dying after making a lot of progress, but dang, I'd love to see this expanded on.

Yeah, this game is not the most fun. That was kind of intentional, trying to make an experience that puts you on edge and uncomfortable, but I don't really agree with this design sensibility, I was just experimenting.

This and The Easy Way Out (which is still very unfinished) were my attempts at making intentionally unfun games just to try it, which just solidied that I don't want to do that anymore... 

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It stopped being fun once I realised that nothing aside from your own memory and lack of observation puts you in danger. So, not sure if you quite managed 'unfun' game entirely, but that's what puts it more in frustrating because there's something CLOSE to something I wanted but it was just a repetitive experience.

It might even have been fun if when you died a new map was generated or something, in a rougelike way.

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Yeah, this is ideal for a roguelike which I would have loved to do, of course, but it was just made in 3 hours so I did not have remotely any time for that haha...

It was also supposed to have a lot more mechanics, puzzle stuff, teleporters, and especially enemies that chased you and you had to trick into killing themselves / each other, but I did not have time to implement those in the 3 hours.


Indeed. I wouldn't even dream of attempting to get as far as you did in three hours!