The cover art really piqued my curiosity, and after playing, without a doubt, the atmosphere is extremely immersive--kudos to you guys. I've been thinking a lot about the delivery mechanic so I have a bias preference here.
Aside from that, I felt like the monsters and the lack of navigational help didn't really mesh well with me. I was okay with taking my time figuring out where people were, but the combination of the environment looking similar throughout along with the tension of non-killable monsters made me experience strong discomfort--unless that was the intention. I also felt like I didn't understand why this child would risk his life delivering goods for people.
Regardless, I really love the vibes you guys crafted--it's something I always hold in high regard!
Play game
Symptom's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Community's Voice | #83 | 3.167 | 3.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Creative Vision / Rationale / How Did You Incorporate the Theme
In a world where everyone lost the bond they had with each other, the only link between them is kept by the courier. The game system is based on the courier's generosity: he must deliver packages but no reward is given.
During the game development it was envisioned a way to show that generosity can be harmful if it is blind, but it can make people lose their humanity if it is inexistent. With that in mind, in the game's world people can literally turn into monsters if they're not generous.










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