A downloadable game for Windows, macOS, and Linux


Move around, navigate menus

  • W/A/S/D
  • Directional Pad

Confirm, Do stuff

  • Space
  • X on Xbox
  • Square on PlayStation


  • Escape or P
  • Start (Options on DualShock 4)


The Labyrinthine Night is a top-down, survival-horror-ish adventure game intended for entry into the first No Excuses Game Jam, for which the theme was "lost family".

The Rules

You're tasked with searching through a maze-like forest for your lost family members, who are caught in dangerous situations! Find them all, save at least one, and make it back to the entrance in one piece!

You have a set of three hearts to represent your health, and a flashlight battery meter to represent the time you have left to find your family.   That said, there's a few ways to lose:

  • If you run out of battery, the Night's darkness will overtake you and it's game over! 
  • Letting all three members of your family die will cause you to succumb to hopelessness, prompting the Night to end you.
  • Running out of health removes your will to go on, allowing the Night to claim you.

The concept might sound familiar; it's similar to that of the Temple Runs of Legends of the Hidden Temple! It's an idea that has inspired how I think about game design, and I thought would make for fun gameplay if done top-down.

Why I Made This

Originally I jumped into No Excuses Game Jam with The Labyrinthine Night as another fun, small project to complete, a way of improving my dev skills. However, scope crept out of hand just before the halfway point and life events kept me from meeting the deadline. Instead of throwing the idea out or onto the backburner I stuck with the spirit of the jam, and I whittled away at it as often as my schedule would allow. I now wanted to finally release more than one game in a 3-month period; with The Labyrinthine Night that was made possible.

Want to know more?  I'll be writing up a postmortem for The Labyrinthine Night and posting it on my blog. Stay tuned!

How I Made This

  • The Labyrinthine Night was built with Godot Engine (I love it I love it I love it).
  • Player/background sprites and objects were provided by the Slasher Forest Tile Pack by VexedEnigma. Check out her other work as well, it's great!
  • The Edit Undo Line font was used for the menus, and the Volter (Goldfish) font was used for dialogue.
  • Aseprite was used to edit or otherwise modify the above assets as needed, including the player, feral dogs, and death animations. Any other unmentioned visual assets were made by me in Aseprite.
  • Sound effects were sourced from AudioBlocks, except the menu sound effects which were derived from this sound by broumbroum.
  • All background music was composed by me, using the CompiFONT sample library in LMMS.




  • Menus not registering input
    • We've been getting quite a few reports of menus not registering input, and we think we've figured out why.  The issues with some menus (such as the pause menu or game over menu) not registering input should be fixed. 
    • Windows fix is live, fixes for other platforms on the way soon!


  • Fixed an issue with the Sis rescue where players would be unable to shoo the dogs away.  Hopefully she can make it out alive with you now!
  • Mac-specific: Turned on "High Res" for Mac OSX exports.  If any Mac users can report any issues they have with this build that would be great!


  • Initial release!


Windows 58 MB
Version 1.0.2 48 days ago
Mac OSX 44 MB
Version 1.0.2 48 days ago
Linux (X11) 68 MB
Version 1.0.2 48 days ago

Development log


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i played that game after a friend told me to play it and i made a video of it

Wow, great to hear that people are recommending the game to others! Also thanks for doing a video for it 🙂


I was playing last weekend. It was funny. 

Awesome! Thanks for the video and for giving it a shot!



I cannot interact with menus from my controller because menus only accept the keyboard as an input.

What is curious is that pressing the directional pad or left joystick or the X button on the gamepad triggers a sound effect but it doesn't actually do anything.

Since you made the game playable with a controller, I think you also should bind controller's keys to interact with menus.

From the way you made the gameplay and from which buttons trigger sound effects in menus even if they don't do anything, I would say that the most appropriate binding to do is directional pad or left joystick for navigating in menus and X button to confirm.

Also, even with the keyboard, "continue" and "restart" from in-game menu don't work, meaning that once you pause the game, you can't resume it and have to quit it and launch it again, and "restart" from game over menu doesn't work either, I have to quit the game and launch it again in order to retry, which is boring.

And the fucking giant bats are unavoidable as they cross the screen at sonic speed and you can't do anything if you are on their path!

Please, remove them or make them some regular smaller, slower mobs who get along with the zombies, like they come out of trees when you come close to their tree and fly in circles around you trying to hit you until you are out of reach of their tree or something.

These flaws aside, I like the game. :-)

Hello Maxime,

To address your points:

Which controller are you using? Admittedly, i never got around to making sure more than a few controllers were supported.  The ones i tested with were a PS4 controller and Xbox 360 generic controller input (that of the official controller and xinput emulators on Windows).  The menus do work with those controllers; their keys are bound to menu interactions. Let me know more about your controller and I'll see what I can do!

As for continue and restart not working, not sure why that's the case as they have before.  I'll see if there's a new build I can push with fixes.

As for the bats, their speed is the point :) if you keep walking perpendicular to their path (90 degree angle) you should be able to pass by them without issue, though some placements are meant to catch you off guard.

Thanks for playing!

- Noel



My controller is X-Input/Direct-Input compatible, I specifically chose this controller to make sure that it works with both Direct-Input and X-Input games.

It is the Speedlink Torid.

Yes, I managed to dodge some bats, but as the layout is procedural generated, their placement is random and when they just come out at high speed while you are walking on a thin path, there is nothing you can do about it but curse the randomity of the world. :-3

Hey, thanks for creating enjoyable games! :-D

Thanks for the details!  I think I've fixed the menu input issue, now your choices should register input as expected.  Note, the fix is currently live on Windows only, as I have yet to make the builds for Mac and Linux containing said fix (long story haha).

As for the layouts being procedurally generated...nooooot exactly :D If you memorize where each spawn for the bats is you can have the upper hand, but the mazes are so winding that may prove difficult :) However, there are actually a finite amount of them!

You're very welcome!  Thanks for your kind words and for playing the games as you have :D Stay tuned as we have some big stuff coming down the road for our major project!

- Noel


I opened it in Ubuntu(Kubuntu) but Play and Quit button is not doing anything.

Hey, thanks for trying it out! 

Could you elaborate on what you're pressing, and whether you're using a controller?  I can use arrow keys and spacebar to interact with the buttons fine in a Kubuntu VM.


I have Alienware 15 R3(1980x1080 screen) and I'm using the built-in keyboard. I can able to navigate up and down(play and quit) but can't select it. For selecting I tried "Enter Key" and "Left Mouse Button". And tried pressing all the alphabet keys.


Ah I see...I'm going to assume pressing Spacebar did nothing then in that case? That is the current default binding for confirmation.  I can push a build with the enter button as another option to confirm. 


:D it worked with Space

Great!  Thanks for playing :D