I like the way this game is set up, and I am interested in how it plays. However, when I played it, the game didn't seem to work properly. I could only select a single card at a time, and no matter what card I picked, I would only do a single point of damage. I never won a single battle. It feels like there's something broken here, also, there was no music OR sound with this one.
Since this game is unfortunately apparently broken, and cannot be realistically played for at least five minutes, it will be unfortunately disqualified.
HawkZombie
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I liked the air mechanic to move in zero g. However, I also felt it was kind of clunky, with how much time there was between bursts. Once I had a good idea of where to go, I felt less lost (obviously) but before those moments, it felt like a little more guidance would have been preferable. I did like the sequence where we got shot into space, and the lower my O2 was, the more apprehensive I became, so that was a nice touch. All around, a solid little game, but I wish there was some more to the story.
All I can really say is that I understand this is a first time project, but this also FEELS like a first time project. There's potential here, and I really appreciated hearing real people voice act. My only serious big-time complaint was the flashlight mechanic. It was just NOT well implemented. Everything else was pretty OK. Just needs more practice and work to polish those skills.
The tropes were there, but they didn't really feel fleshed out. And the game took a while to really get going, but once it did, I felt the tension rise from what was going on. The true ending was a little lackluster however, in that we didn't get any closure from the MC at all. The pacing definitely needed work.
So, I am REALLY impressed by the working multiplayer with voice. Tried it out, and it worked without a hitch! The rest of the game is pretty OK. Nothing really special, to be honest, but the multiplayer was a real nice treat. I would have liked a bit more intro and story beats, and the phone ringing was a little annoying after time went on.
I feel like this is the bones of something a lot more in-depth. There was no music, sadly, but the rest of the sounds were on point. Although I wish the skeletons made some sort of noise so that you'd know they were there. Also, something to show your score or what wave you lived to when you died (or a high score screen) would have been a nice touch. Not bad.
I think that if there was some sort of guidance, or a small intro as to why you were in the forest or why the creature was coming after you would have been nice and would've helped to set the stage a little better. But other than that, I feel this was a really good game. Nailed it on the creepy atmosphere for sure.
While this uses copywritten stuff, it's NOT assets as in from a video game, so it is sort of a gray area. The rule as it was written was to avoid theft from video games and this one was really, really clever. So I'm going to allow it to remain in the jam, but if enough people come to me with issues, it may get disqualified.
That said, I really did enjoy the humor of this one. Very short and sweet, but easy to play and actually had a decent little story to the whole thing. Not bad at all!
Cute aesthetic for this game, however, with the control scheme, I found it incredibly, punishingly difficult. I feel that this is a game that is way more suited for a controller, than a mouse and keyboard. Plus, It was weird having to hold down the shift button to have enough speed to dodge attacks, and the direction of the player attack and dodge seemed like it followed the mouse, but not always. Cute, just needs more work.
At first, there were a LOT of typos, so it was hard to tell what things were being intended, like the Pary instead of Pray. But as the game went along, they seemed to clean up quite a bit. As for the story, the background lore was really nicely done. I enjoyed the diary entries, even if I didn't read them all, but I found the ending to be a little confusing, and wasn't sure what exactly was happening. Also, the random battles were a little annoying the further you got into the game, as they were less a way of getting cash and more just in my way as I tried to advance the story.
I only got one ending (Unsure how to get the other) and I really REALLY liked the sound design and atmosphere of this game. Top notch and some of the best in the jam! However, the story and gameplay were not at the same level. The voice acting was alright, but the story itself was a bit more of a mystery and kind of bland on its own. The gameplay was also just OK with moving around to find items to proceed, but I never saw the 'bad guy' as it were, and left without incident. So I feel I may have missed out of a cool scare, there.
This whole comment is probably gonna be spoilers. After waking up in the cage, I got stuck. Couldn't figure out what to do. Before that point, however, it was a sufficiently creepy meta kind of game and I really was enjoying how it was presented. The story was kind of non-existent, but if you dug a little, there were bits of lore. However, there weren't enough (at least in how far I got) that any of it started to make sense or paint a picture aside from someone being upset about something. And as KV pointed out, the mouse being the only input was both good AND bad. It may have been easier if the mouse was how you initiated things, but a separate button was used for dialog advancement.
I am echoing a lot of the others, but absolutely NOT sound really detracted from what was otherwise a pretty decent little space horror game. I liked the ideas here, but with it being dead silent, I felt no tension. There was no development of the atmosphere. It just felt like I was moving from one point to the next. Even just footsteps or odd space sounds would have been waaaaaay better. Other than that, this was pretty OK. I liked it for what it was.
I said a lot of my issues during the stream, but my main thing is that RPG Maker is NOT designed for ARPGs without a LOT of consideration given to the players and how button inputs work. Several times I would attack and then try to dodge out of the way, only to have nothing happen because the attack input hadn't resolved before the dodge input. So that made things incredibly frustrating for me while playing. Also, it could have used a bit better guidance on where to go to do things, but I understand that it also kind of the type of game this way "solve mini puzzles and find items to move forward) so eventually one would find the correct path. I just feel some were a little obtuse. Still, the story and art of the game and music were all top notch.
With this being a browser only game, I found it a little annoying (and at first a little small) to play with. Also, after my first death, I couldn't see a cursor to select retry. I had to completely restart the browser window. The other issue I have with this game, is that it is incredibly dark. To the point where I could barely see where I was going, and that I didn't see the chainsaw dude until it was too late. Also, the chainsaw sound was just constant and was NOT proximity based. So while I thought I heard it across the house, I turned a corner and he was there. Just feels kind of sloppily put together, and not that fun. ONE MORE THING: the objective is only seen OUTSIDE the game.
I'll be honest, I got bored with this one. Interesting concept, and I liked the atmosphere, but after a while, the repetitive nature of the game really starts to show the cracks in the design and by the end, I lost all interest and found it kind of boring. It really needed to be faster in the delivery of certain elements, and it needed to be about half as long, especially for the 'payoff' at the end. It just really dragged on, and lost the coolness of it all.
Nice little game, but I felt the execution was a bit lacking. Sometimes you'd get a customer who wants all three things done, which takes the longest, but then you also have two other customers who want stuff and it gets a little overwhelming. Plus, why are there two buttons? I see no reason to drop the item at all so why not just have a single button to grab and do stuff? Very cute, and with some work could be a lot of fun if it were a bigger game. I got the A ending, but it took me two tries and I barely got it, at least that's what it felt like.
I really liked the way this was presented, the subtle bits of horror and trauma being shown the way they were was incredibly clever and I loved how it was done. However, with the ending, I felt a bit confused. I thought it was about two very distinct traumas and the MC's way of dealing with them. But maybe it's more about fears instead? SPOILERS: The way I saw it, the MC came from a messy divorced household where the parents were abusive to each other and the MC. Then the MC's partner had a miscarriage. At least that's how I interpreted it. But at the end they are saying 'I will do everything I can for this kid' so is it just they are fearful of the kid having a broke home? The text messages REALLY made it seem like a lost pregnancy that the MC was being blamed for. But I dunno. Maybe I read too much into things. Still, I really did like how this was presented.
The use of AI voices in itselsf isn't entirely bad. However, the AI stuff should be used with a human touch to make sure things like Thimoty aren't used without any regard to the fact it is 100% wrong and inaccurate. As that makes people not take the game seriously. That said, beyond the AI snafus, the rest of the game felt very bland, and the models were interesting, but the colors didn't seem to want to stay on them. You said that only AI voices were used, but the dialog felt like no human hand touched it. One guys name literally sounded like Max Feces. And during the hide sequence, it just felt like there was no good way to escape the chase, without breaking the game.
Ok, so this one seems like a standard sort of walking sim game, but what really sets it apart is the FONT. Seriously, the atmosphere is really well done, but I do think that some of the audio stings are a bit much. They work really well in some parts, but fall flat in others. I do think this plays like a really awesome demo to something much bigger so I hope you continue with it in that vein.
I didn't! I saw the note on the front door, but I didn't even think to look for a ranger tower. Once I got lost because I followed a stream to the ends of the earth and then found the car I gave up after I died lol I'll admit that I should have looked for a tower. Maybe if it was easier to see in the distance, or if the note mentioned 'if you need to find me, follow the lights' etc
I feel like the gameplay aspects (the combat and movement) were really the only things about this that got really polished. They felt good, to be honest, but they weren't anything extra or special, and combat was repetitive. The story was all but non-existent, and I really feel like there needed to be some more guidance aside from 'escape' because when I got to the car, I couldn't do anything with it and had no idea HOW to.
I don't mean to be rude, but this was basicaly Temu Doom. It was clunky, the enemies were very loud and there was NO proximity audio, so it was loud everywhere, the over the head view was not really the best choice for this game, and the damage the enemies took wasn't really registering properly, so I know they took damage when damage numbers pooped up above them, but that was the only indication I was hitting them with bullets.