A very short (~5 minute), but creative little game. You nailed the N64 style quite well. Clever concept. I look forward to seeing more!
game starts at 4:02:54
the_monotonist
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A very intriguing style that I can't say I've seen anywhere else...a combination of a sad, decrepit old knight with broken modern concrete buildings and rebar, rusty fences, low poly art with photographs. A very unique experience. I had a few issues listed below
I play it starting at 05:04:17
My only complaints are that the sound was extremely loud when I first loaded the game. I had to lower my mixer down to around 10% for it to be tolerable. I also encountered a bug (seen in my video) at the end. Right after completing the first phase of the final boss fight, my mouse movement became locked so I couldn't turn the camera to properly focus on the boss. I managed to finish the fight still, but it really took me 'out of it' and I missed some of the sequences. Overall this was a very unique and memorable experience! I look forward to more
KIRA's games are some of the best weird little retro inspired games itch.io has to offer. I'm always intrigued by the stories, and never really know what's going to happen next. The Undying Beast was over all great, but the default mouse sensitivity on desktop is unplayably low. A controller isn't just recommended, it's actually required to be able to play.
game starts at 04:11:46, because itch doesn't like timestamped links for some reason
I enjoyed the visuals and the concept of a little christmas celebration for animals in a big city. I have to admit that I didn't understand what was going on in the plot, such as the animals using scientific names for various chemicals, and my possum mother apparently taking blood thinners at the end? No idea what that was about hah. Fun little experience though, I look forward to seeing more!
The game starts at 3:44:37, itch doesn't like timestamped links for some reason
This was a cool way to show off your music, which was very enjoyable by the way. When I streamed this, it inspired us to talk about music and a whole lot of other things.
I played it starting at 01:43:16, itch doesn't like timestamped links
I do have to mention that it was a lot of work to get this running properly, due to the .pck files being separate from the game. I use the itch.io app to download games, and it won't properly download a .pck file by itself. I had to navigate through a bunch of weird windows directories. I think it would have been better to keep everything together in one file.
The controls being really unconventional things like Shfit+Enter would make this hard for people to play. I had to refer back to your itch page here to know how to jump around. Maybe just use arrow keys or WASD?
Other than those things, this was a great little experience!
I loved the look and feel of this game. I'm always a fan of silhouettes of utility lines for some reason. You just feel cool and satisfied connecting things together, watching it transform. Great work! I'm looking forward to whatever else you come up with
(It starts at 01:02:20, itch doesn't like posting timestamped links for some reason)
I'm a big fan of analog radio systems, especially use of morse code, and this game is easily the most fun portrayal of it that I've come across! Here's a video of my experience with it:
I appreciate how you took the time to program in a realistic press and release transmitting system, it adds so much more to the experience that most games never even attemptThe concept is simple, but I would love to see this expanded on in the future. Maybe in later stages, things become more complex, and you do more than just repeat words that you come across. A situation where a frequency is requesting help, and you respond to it with instructions, or coordinates for artillery fire. There's a lot of possibilities!
My only minor complaint:
- It should be more intuitive to sit down at the desk. I like how standing up has a prompt that tells you to click to stand up, so I think sitting should also show a prompt to sit down when standing near and looking at the station
I LOVED the look and feel of this game, and hope to see more in this kind of setting. My only complaints are just that some of the text doesn't stay on the screen long enough to read, and the ending wasn't very satisfying. I felt like there should have been some sort of unexpected thing, or twist to the story, especially considering where the story was going
You nailed the look at feel of this type of horror game, but the gameplay and controls were a bit of a struggle for me
I chose to use a controller, and found it frustrating how slow the turning speed was. My objectives were quite confusing too. I came across a locked door at the beginning, so I spent a good part of my time looking for a key, only to learn that I'm supposed to get hit by the train to progress. I wasn't even aware that I could leave the platform. The keys that were needed to leave the office later were very tough to find, especially with the VHS filters. I thought the light was illuminating the door, not the soap dispenser. I'm guessing that the 'hide in a locker' mechanic comes into play later, because I don't recall using it at all later
Overall, the game felt unsettling though, which is good
Approaches was surprisingly well made! I was worried this was going to end up being some kind of siren head thing, but it managed to do its own unique thing. Great style, perfect length, created a lot of intrigue. I actually have no complaints, this was a great little spooky experience!
I enjoyed the visuals and the little bits of story I managed to come across, but I was very confused about how to progress beyond the hotel at the beginning. I admittedly was very tired after playing 10 other games before this one, so I might not have given this a fair chance. I wandered around for about 15 minutes unable to progress before I finally quit. It would have been nice to have some kind of objective indicator
The visuals and audio were delightfully abstract. The concept is innovative, though realistically I don't think people are going to come back and play each real life day. For the long term, I think letting players endlessly generate new trips would be a lot more fun
I appreciate the trippy visuals that the mirrored effect gave, but it became very hard to appreciate what was happening after awhile, so I think having that be optional would help a lot of people
Flying around was fun, but easily broke the game. Within seconds of flying I managed to clip through the ground and fell infinitely until the day ended because I couldn't recover from it
My favorite aspects of Undertide were easily the unique art direction and the story. I've never seen a game that looks quite like this! I also enjoyed the music, but the way it was delivered was a bit odd. I LOVED the way many of the buildings looked, along with the distinct color palette
When the music DID play, I liked it a lot, however it seemed entirely random when and where it played. There were tense moments I was expecting to hear some kind of creepy ambience, but instead there was silence. Later on some creepy ambience played in a random unrelated spot, unprompted, so I wasn't sure if it was a bug or intentional
The story was fun, and really ramped up fast towards the end. I might have accidentally triggered some story beats out of order, because I was very confused when the stage director was having me recreate a scene, but I had no idea what was going on but it kept forcing me to start over
Mechanically, the game felt very 'fragile', as in if I didn't move in exactly the intended path, I could break the whole game. I was relieved to see there was a fully unlocked chapter select to compensate for this. The collision detection was rough, because I often found myself getting stuck on decoration, clipping through walls, and I even fell out of the world entirely at the beginning
Lastly, it wasn't very clear what I could and could not interact with. Many of the NPCs blended together, so I didn't know who I could and could not talk to. There were also doorways that I thought were decoration, but ended up being essential to story progression. Some kind of effect to indicate interactivity would have smoothed things out quite a bit
Overall though, this was an unexpectedly nice game. My criticisms are mostly 'polish' kinds of things, so I'm looking forward to checking out your future projects!
I enjoyed the weird and vibrant visuals, which fit the theme of the jam quite well. Some cool shader stuff going on!
The loud and repetitive nature of some of the music got a bit annoying to listen to after the 30th (non-seamless) loop of it. The slowed and toned down versions of it that came up later were nice though
There didn't seem to be any structure to the gameplay at all. I thought collecting the crystals would cause something to change, but there was no indicator that this was the case. Collecting the orb on the pedestal also seemed to have no effect, so I felt directionless. I know Dream Emulator inspired games are light on the gameplay, but this would have benefitted from even something as simple as 'collect 3 crystals to unlock the next area' kind of thing
I enjoyed the abstract visuals that this experience offered, as many of the LSD Jam games do. I do think this could have benefitted from some kind of ambient background sound or music to tie things together
Gameplay wise, I liked the addition of the sliding mechanic, but I wasn't even aware it was a feature until I happened upon it by accident. I know that the itch page here tells you, but most people aren't going to take time to read that, and the game doesn't really teach you about it directly
All around, this was a great submission to the jam, so I'm excited to see any future projects!
This creator's games are all very pleasant audio-visual adventures, and this one was no exception. The quirky dialog from all the characters was a real treat as well. It instilled a feeling of alienation, like I didn't belong here (in a good way). Even just the title screen is beautiful on its own, and I found it hard to start playing because I wanted to just sit and take it in
My only complaint is that there desperately needed to be a 'run' feature. I know that you could technically go out of your way to get the 'quick shoes', but because of how long it was taking me to collect 20 coins I lost interest in trying to obtain them, thinking the pace would pick up later, but it didn't
The very slow movement speed did a toll on me, making it hard to progress. I didn't manage to complete the game because finding the child near the end was taking far too long, so I got frustrated and quit. It's a shame because everything else in the game is so good
Another little thing that could have helped is if the collectables made a sound when you got near them, so that it would be less frustrating finding the last few things needed to progress
Experiences like this are some of my favorites to happen upon on this website. The audio and visuals were engrossing, but what stood out the most to me was the creative use of the constantly changing 'frame'. Having the experience locked to a set time progression was also a clever idea, because it instilled a sense of urgency behind the exploration, knowing that it was all going to end soon. Fantastic work by everyone involved in this little project
This is one of the higher effort LSD Dream Emulator inspired games out there. I really appreciated the original characters and music that were created for this! I found it hard to put down because I kept wanting to discover more
My only complaint is that pressing the ESC key instantly quits the game. When streaming, it's common to press ESC in order to bring back the cursor to click something in another monitor, but here it instantly quits, making you lose all of your progress. This happened to me twice and it was very frustrating! I would have also appreciated being able to hold Shift to run, because some of the larger areas become tiresome to walk across after I had explored them already
Another lovely little ambient experience by colorfiction. I felt inspired to try playing some other music along with it too. It was very soothing. My only criticism is that I'd like for the game to not pause when alt-tabbing away from it. This is something I'd like leaving running in the background, and right now all sound and visuals stop when I try playing it in the background
(game at 12:00)
The name "Memory of a Broken Dimension" is the perfect way to describe this game. If I had computer data transmitted directly into my brain, this is how it would look at feel. The game will not appeal to most people, because it's 'loud and confusing', but that fact works in its favor
(game starts at 2:15:37)
I love these sorts of unexplained abstract experiences. I'd like to see this as an idle game where you just leave it running for hours and things change over time, and slider adjustments that you make have an effect of some sort. My only complaint is that the static noises were obnoxiously loud and overpowered everything else
(game at 30:08)
I wrote a review for the game, but I'm not too familiar with how Itch handles and displays them, so I'll paste my review here as well...
This was a stunningly beautiful little game. The visuals may be minimal, but they communicate just enough to let the story take center stage. The soundtrack is gorgeous on its own, and when put along side the premise of 'the clock is ticking', it gave this growing sense of urgency and emotional impact. Be sure to check out the rest of aeden's music, because it's all worth a listen, especially when it's late at night and your mind is in a contemplative state.
I went into it knowing it was probably going to be a personal story, but what I didn't expect was how relatable it would become. If you're someone who has ever spent periods of your life desperately struggling to express yourself through art, but could never find the time and motivation, this will hit you deeply. From what I understand, the game never gives you enough time to find and talk to everyone for as long as you want to. It becomes this struggle of balancing how involved you want any one person to be in your 1-hour life. Prioritizing who means the most to you, and who is easiest to let go. I was told it would take multiple runs to see and read everything the game offers, but I felt like my own 1 hour journey was just right amount. As you can see in my playthrough below, it ended up being a catalyst to several hours of 'life discussion' with my chat during the stream. If you give this your time, it could be for you too. I'm looking forward to aeden's future work!
I'm a bit late to this one, but am glad I gave it a shot. I played through every game, read all the logs. The presentation of the collection was especially fun with this sort of paranormal study of each disc. My only complaint was the lack of audio and mouse sensitivity controls between each game. I hope to see more equisite-corpse style jams!
streamed it here:
This game surprised me with how (pleasantly) obscure the puzzle solving was. I'm always down for new and unusual style horror like this! I especially enjoyed the repurposed public domain video, it added an ARG-like element to it. I would love to see this concept revisited in a new game!
streamed the game here:
This was a very simple, short spooky story. I like the concept of us following this person's walk home from work each day as things changed over time. I didn't feel particularly scared, but just more intrigued about what was going to happen next. I could hear scares happening, but didn't see them. I overall enjoyed it, especially since it wasn't loud and in your face
streamed it here:
I absolutely loved this. There was clearly a lot of care and creativity put into this. I spent hours playing it and...almost...unlocked all of the special content. I streamed this process in my video below...
My one complaint is that the current version of the game continually tries to open SteamVR when I launch it. It's apparently a common Unreal Engine bug, and can easily be fixed by unchecking a box in the plugins menu from the editor
SPOILERS
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I was not able to fully complete the game, because apparently my save file became stuck. I found all 4 secret switches, but the game only responded to me flipping the orange and yellow ones. No matter what order I flipped them all it only responded to 2 of the 4. I even fully completed the red room and all the linked videos with the morse code. You can see what happened in my video:
This game is probably the most authentic LSD Dream Emulator fan game I've ever played. You nailed the look and feel to it all...the footstep sounds, the aspect ratio, the D-pad controls, crusty quality audio and textures, and of course the little surreal vignettes that are only vaguely connected. Fantastic and memorable work, as always!