I passed a nice moment. The first scene sets up a good atmosphere for the rest of the experience. My favourite place is for sure the library, giving a strange babel library vibe. Also I love when games lurk into some cosmic horror inspiration.
The combat system was unusual but for the best, however I think it was lacking a bit of tension. The sidebars UI serving to display actions was great and conveyed some more flavor on top of the experience. Well done, keep it up !
I liked this a lot! The visual style very much feels like your own thing, while also being reminiscent of first-wave PSX games (the way the scale in the apartment is all wonky reminded me of Lara's mansion in Tomb Raider, for example). I also enjoyed the general atmosphere, and the genre-switch in the middle was fun.
Oh, and the guy sliding out of the wall worked as a pretty effective jump-scare! You got me with that one.
Okay, this game is a gem. It nails being offbeat and dragging the design of the game into its strange, absurd concept. Everything from the unconventional UI and stacked dialogue to the mix of turn-based RPG and adventure/horror hybrid really makes this unique.
Where to start? It's very good aesthetically. The polygonal, angular meshes and blocky 3D interiors make it a comfortable fit for the jam. I think the thing I love about it is the colour palette; the commitment to green and gold makes it a visually distinctive game.
The other thing I love about games like this are unexpected turns. The turn-based part of the game was a surprise, but once I figured it out, it added an additional layer of enjoyment to the game. This isn't a generic corridor horror game by any means.
Some constructive feedback if you ever continue to develop this game:
The turn-based mechanic actually offers a really decent complete game if you fine-tune it. The persistent collision of the eyeballs means that you could easily harness this into a strategic turn-based game where the aim is to avoid getting boxed in by the enemies. It's a really neat idea.
The idea of a responsive UI that shakes upon proximity to something? Now *that's* an innovative idea for a conventional monster-avoidance horror game that hasn't been tried...
I did a playthrough below:
Looking at your prior body of work you're a talented developer and don't really need the encouragement, but I hope you keep at it with engrossing, surreal games like this!
Comments
I screamed after looking for a quite place to read.
Very interesting game, it was good!
I passed a nice moment. The first scene sets up a good atmosphere for the rest of the experience. My favourite place is for sure the library, giving a strange babel library vibe. Also I love when games lurk into some cosmic horror inspiration.
The combat system was unusual but for the best, however I think it was lacking a bit of tension. The sidebars UI serving to display actions was great and conveyed some more flavor on top of the experience. Well done, keep it up !
I liked this a lot! The visual style very much feels like your own thing, while also being reminiscent of first-wave PSX games (the way the scale in the apartment is all wonky reminded me of Lara's mansion in Tomb Raider, for example). I also enjoyed the general atmosphere, and the genre-switch in the middle was fun.
Oh, and the guy sliding out of the wall worked as a pretty effective jump-scare! You got me with that one.
Okay, this game is a gem. It nails being offbeat and dragging the design of the game into its strange, absurd concept. Everything from the unconventional UI and stacked dialogue to the mix of turn-based RPG and adventure/horror hybrid really makes this unique.
Where to start? It's very good aesthetically. The polygonal, angular meshes and blocky 3D interiors make it a comfortable fit for the jam. I think the thing I love about it is the colour palette; the commitment to green and gold makes it a visually distinctive game.
The other thing I love about games like this are unexpected turns. The turn-based part of the game was a surprise, but once I figured it out, it added an additional layer of enjoyment to the game. This isn't a generic corridor horror game by any means.
Some constructive feedback if you ever continue to develop this game:
I did a playthrough below:
Looking at your prior body of work you're a talented developer and don't really need the encouragement, but I hope you keep at it with engrossing, surreal games like this!Thanks for submitting this game to the HPS1 Jam!
this is one of the coolest reviews I've gotten in quite some time! Thanks a lot!
The encouragement is always super welcome. But yeah, you're right. I won't be stopping anytime soon, haha!
happy to see another submission with giant eyeballs!
Eye know right?