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This was impressively compelling! Initially, I was worried the game's default walking speed and lack of combat gameplay would slow the experience into a slog, but the areas were condensed enough to largely prevent that issue. Moreover, the writing and artwork were genuinely immersive and made good on the "Dark Souls" portion of the "Dark Souls meets Disco Elysium."

I do think the gameplay around character discussions doesn't truly reach Disco Elysium's standard since the game lacks dice rolls and meaningful character customization, but it does fit well as a standard adventure game with interesting dialogue trees.

Ultimately, I was taken aback by how effective the foreboding atmosphere and ambiguous writing were! They largely plastered over some of the lacking elements such as the simplistic combat and the standard UI and battle animations. I'll also add that the ending twist felt somewhat silly as a "gotcha!" moment, since the rest of the writing felt so ominous and dense by contrast. It did match the theme of the jam well though, which proved important since until that point I was unsure how exactly the game would fit into the jam's theme requirement.

This was a beautiful little adventure game with a great, Souls-like atmosphere! Great work!

Thankyou for the feedback! Ah, the ending... in true beginner fashion, I had planned for this game to be three times longer, and while it was always going to end in the way that it did, it would have ideally had a bit more substance and foreshadowing to it. 30 days feels like such a long time until your two weeks into it XD It was kind of the same story with the conversation system - what is in the game now was going to be the base that I built a much more interactive set of conversations on, but I floundered and then had to throw myself into asset creation as the time starting running out. All things to keep in mind for next time! I'm glad you enjoyed it :D