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(2 edits) (+2)

This is definitely a great visual and audio experience! Probably the most memorable and unique-looking game for this jam! Giving you top marks there! 

However, I think my only gripe is that I didn't really understand the need for combat mechanics in a game about emotions. It just felt like a distraction to the puzzles. I would've found it even more compelling to do more puzzle-y elements or even a beef up of the artistry rather than having combat. Just felt like the two gameplay components were a bit disconnected for my taste. They just felt like annoying obstacles that would randomly kill me if I wasn't paying attention versus what I assume to be negative emotions. I kind of got that vibe already from the "black and smokey invisible walls that would whisper negativity to me".

Honestly, the feedback is more a personal preference tbh. You could completely ignore it : P. Either way, great game!

(2 edits) (+3)

I believe the enemies helped as a good intermission between puzzles, and also to maintain player attention. They also kinda confirm when the player did something right. Also, the attacking mechanic was definitely satisfying.

(1 edit) (+2)

To each their own. I think the attacking mechanic is polished and satisfying, don't get me wrong. The game is super polished so it all looks good. I just felt the attacking was more annoying if anything. They'd also kill me in the middle of solving puzzles and then I'd have to restart the entire thing and remember what I did before. Which is something I'm not really into dealing with in a puzzle game when I feel like I'm making progress to a solution. It could still work tho, but I just wasn't really into it when I played. I'm nitpicking tbh. ¯\_(ツ)_/¯

- S.

(2 edits) (+3)

We absolutely appreciate the feedback. Mutiple people already pointed out, that they did not really like the cross over of those two genres.

Actually tho, the opinions are quite 50/50 at the moment. We were of course also discussing this issue but ended up keeping the combat to make it more diverse. We made it a lot easier tho, in the beginning enemies used to spawn randomly in a time pattern. Now this only happens at certain events and not in the middle of a subpuzzle.

But again, thanks for pointing out your experience!