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Cleaning's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #25 | 3.833 | 3.833 |
Gameplay | #40 | 2.833 | 2.833 |
Overall | #46 | 2.733 | 2.733 |
Sound Design | #46 | 2.833 | 2.833 |
Horror | #50 | 2.333 | 2.333 |
Judge's Score | #61 | n/a | n/a |
Story/Writing | #65 | 1.833 | 1.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which Theme(s)/Horror Genre(s) did you use for your game?
Cosmic
What challenge(s) did you decide to add, if any?
Biological
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Comments
The presentation was fantastic: I loved the style and it reminded me of one of my favorite games, System Shock 2. I wasn't very fond of the sound design (particularly the music choices) and while I was a bit confused by the combat, I think it has potential and I appreciate the fact that you tried to come up with a more complex battle system. This project definitely has a lot of potential
Thank you for playing it. Hopefully my next game will have a great sound design (being ironic), but really it suppose be music and sound based game after all. With this one I tried to test a building dungeon game template and I like the fact that it doesn't crashes a lot and you actually can play. So I will have more time to work on music and will have adequate sound design. Really really thank you for playing it.
Interesting idea, however the combat and cat puzzle really threw me off. I'm not great at rhythm games, and I would have liked to know what was expected of me as a player. The tutorial wasn't much help, I would have preferred an actual playable tutorial to teach me what to do.
Thanks for playing it. I really appreciate that. It was not suppose to be a rhythm game to tell truth. There is only one rhythm based puzzle in a game. But you are absolutely right, if this is not intuitive that's bad and needed to be explain better. As a player you need:
Used a battle sequencer. Top line is ooponent's, bottom one is player's.
In case of melee type monster choose weapon attack then click on any free slot on player's part of a sequencer. Because battle wasn't tuned you can basically check every cell and you kill melee opponent instantly. In ideal game, opponnent analyse player's input (it works) and after couple turns shields itself on player's attack and attacks where there is no player input, and the player has no enough energy to use every cell on line.
In case of terminals. You need to catch up with signs giving by terminal on its line putting the same sign right under terminal's. This will take time and a bit of patience to get through. Also wrong input can set player character into "burn" state for one turn so it's better to follow terminal sequence as fast as possible. For now all terminals sequences are simple they just move the same sign to next cell after 4-5 turns. It should be "hacking interface" a-la Mass Effects bypass, but I didn't have a time to make it properly.
I need to think how to bring it into the game. This is mostly interface issue I guess.
Cool Idea, but didn't really like how you could get trapped
I agree, it lack of a story telling and gameplay is only a showcase of basic game mechanic. Basically I've made it hopefully fun, when I realized that I would not finish it in time. Thank you for taking a time and playing I really appreciate it.
There's loads of potential in this! I love the grid-based movement (might've preferred A and D to turn but that's just personal preference), and the the sense of exploration. Love the art style too, the monsters were really cool.
I did get soft-locked dropping down a level and then not having the parts to craft a flamethrower and not being able to return to the top level (unless I missed something), but would be really interested to see a more complete version of this.
Thank you for playing it. Graphics is not my "forte", but I didn't want to use Synty characters as it is. There is a death trap if you'd fall to -1 level without schematics and enough scrap, but you can go through the wall with drawn radiactive barrel and there is a scrap there and portal back. I would definitely have an option to remap keys.