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So much for getting through multiple Novembucks tonight...

So. Uh. This was rad as hell?

I do have some complaints here and there, mostly about the fucking safe code, but yeah for the most part I absolutely adored this and it's one of my favorite submissions so far. 

Spoilers and such herein. 

Touching on presentation first, yeah, stellar, crushed it. Minimal visuals but what was there really worked and I'm glad this one stuck to the images in the top left panel rather than going for "cursed game" style jumpscares that filled the whole screen. The soundscape and custom UI were great additions that really sold the 80s text adventure aesthetic, and this is all a ridiculous amount of effort to put into something on such a short timeframe - really impressive. 

Writing was generally solid across the board too, with minimal proofreading errors throughout and even some fun snippets of humor thrown in there (e.g., tug wood). The ReadMe was a nice touch of lore building as well, and yes we said the grue thing so everyone can be happy now. Last point here is that I love the test option for SFX in the menu - it seems like such a little thing but I really love that as a QoL feature. 

Moving into the gameplay, I was a bit nervous on how this would play out judging from the description, but I think it's actually fairly streamlined once you get a feel for it. Once you've done a lap or two, there are actually fairly few locations around the map, so I didn't have much of an issue getting lost, but this kind of thing is also somewhat up my alley, so I can understand others' experiences varying. I also thought various signifiers added to the movement directions, like towards creaking, wind blowing, or different types of walls helped with that. 

There were a few things that I didn't quite figure out though, like what the uses for the shovel and axe were, the last choice on the path for the forest totem (avoid the ivy and daffodils yes, but how do you choose between the pond and anthill?), and the placement for the totems during the ritual. The latter two were easily resolved with trial and error, but I felt like I was missing something. I also wish that the notes didn't specifically state the ritual was meant to banish the deer god - I spent too long searching around for other ways to get out (because I did not want to kill the deer god) before realizing there was nowhere else to go, and I think it would be better to have that "banish" thing be a twist upon completing the ritual anyway. 

Judging from other comments, I think you're already aware that the safe puzzle is a pain in the ass, but I'm going to reiterate that the safe puzzle was a pain in the ass. I made the connection pretty quickly that it had something to do with the dates and number of stars in each constellation, but I think there could have been another hint somewhere to nudge the player in how to put those together because I was going about it the wrong way for a while. Also, maybe a comment the first time the player looks up that maybe they should keep a note of moon phases and constellations because they might be important? While I didn't get lost often, getting around to go back and look at the different sky locations was pretty tedious. 

Last points here, I'm guessing there's some kind of bad end if you piss off the deer god, but if there is, I didn't go for that. Had enough of a time just getting through the nice guy routes, but I thought the three endings I encountered were all solid in their own ways, with the best by far being the Flirt ending (because of course it was). The voiced "what." after choosing that option literally made me laugh out loud. (Though I questioned the logic of the line "you realise his head is a SKULL, right?!?" Dude, have you seen the amount of SCP 1471/MalO R34 out there? This is light work)

Overall, I recognize that this isn't for everyone, and it could have used some tuning up here and there, but I had an absolute blast with this one and the effort involved was remarkable. Really impressive work. 

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Thanks so much! I'm really glad to hear people are enjoying the game. 😄

Keeping the graphics to a small window in the corner was a pretty important part of the game's setup for me. I did use a couple of tricks to make the Deer God feel 'out of place' compared to the other graphics, but I tried to limit this to things like it using a colour palette and transitional effects that were beyond the capabilities of PCs of the era compared to the graphics used elsewhere.

I must admit, though, I'm kind of surprised that people having trouble with the safe code is such a consistent report; enough so that I was actually terrified I'd accidentally uploaded the game with a major bug that broke the solution or something lmao. The first person who playtested it seemed to figure out the puzzle pretty easy, and since he was someone I'd considered a pretty good baseline for 'regular joe who doesn't play a huge amount of adventure games' I was actually worried I'd made it *too easy* at first... oops!

I'm also kind of surprised to hear that you haven't seen the "test SFX" option in a Ren'Py game before. I can sort of get it with the very basic first-time developers, but adding it into the menu is actually remarkably simple so I'd be surprised if more of the 'high-level'/experienced Ren'Py devs aren't doing it already; I'm pretty sure it's as easy as un-commenting a line of code in the default options.rpy file and then changing the default file pathway to whichever sound effect you want to use? Either way, glad to hear it was a positive for you.

Your point about the ritual's purpose being told upfront is actually not too far off my own thoughts during development tbh, and if I'd had a bit more time to tweak the game's writing/story it's probably something I would've amended, although I will point out that the narration's text during the 'secret' ending in no way reflects the author's own viewpoint regarding the attractiveness of skullheaded beings. ;v (as someone who's been a fan of the Mahou Tsukai No Yome manga since before it even got an official translation I feel like I probably gave myself away on that front with the Elias namedrop lmao)

Lastly, to answer the puzzle queries you had: **SPOILERS**

  • The axe & shovel are essentially there as red herrings and can be safely ignored (the axe did originally have uses, albeit ones that would've put you further onto the 'bad' ending routes, but those were ultimately cut (hah!) due to time constraints)
  • The totem placements are a bit trickier, and possibly even a little unfair in the game's current state (it was originally planned that the player would also have to find & place the third totem the same way as the others but there wasn't enough time to properly implement that so it comes pre-placed instead), but the idea is that the book telling you to place the totem 'before' you is meant to hint that it goes in the centre while the final totem goes to the right through the process of elimination
  • The forest maze thing is... actually a pretty awkward oversight on my part, and one I'm shocked to hear no-one else has raised yet. There's no real trick to it other than that I accidentally placed the two things to avoid at the South & East exits instead of the North & East exits as intended; my bad!

I've seen pictures from that manga/anime before but never actually knew what it was called... Always way behind on these things, but now a couple episodes into the anime and I think I'm a fan as well.

Anyway, to follow up on a couple other points - I think overthinking the safe code may have been part of the issue, as Gatr mentioned. I think maybe people more familiar with puzzle game/escape room type tasks may have been expecting another piece of the puzzle rather than just like, counting up, which might have been why your tester was able to get it more quickly (or not! People's minds work in mysterious ways). It's always tough to get puzzle balance right, especially in a jam when testing time is so limited, so I don't really hold it against you or anything. 

Regarding the test SFX, I have seen it, and I didn't mean to indicate that I hadn't - my point was more that it was uncommon for jam entries (out of the 60-70 I've played so far this year between Novembuck and May Wolf I can probably count on one hand the ones that had it) and I just wanted to praise the attention to small QoL details like that.