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(1 edit) (+5)

Wow, what a labor of love this turned out to be. So great to finally see this unveiled after following tantalizing screenshots in the discord.

First let me start with the best parts. The pixel art style and the production value put into this project are outstanding, I think the artists on your team need a raise.. metaphorically i guess :P The spinning lighthouse beam title screen is just outstanding.

The audio is also very well done, and although the voice acting is admittedly amateur recording quality, lacking the extreme polish levels of the graphics, for a jam game it was excellent work and i really liked the characters by the end based solely on their voice acting.

The storyline was interesting to me, but I should mention that the tone of the game was not what i expected. I was geared up for a horror game of some kind based on the tagline “Worse than the dark… is what the light reveals” I kept waiting for something spooky to happen until i realised what the gameplay loop was going to be. Even so I appreciated the ambition of telling a true story and framing it as about balancing choices (family, duty, sacrifice etc)

Next some criticisms…. Starting with the game play

First off the gear puzzle sucks :| Sorry to be blunt, but it’s the only one i didn’t enjoy at all, and it’s not as well implemented as the others. I didn’t find it interesting to solve, I just trial and error solved it based on what gears could or couldn’t reach each other.

Second of all, the adventure game style framing with the lighthouse view would be much more suited to a full adventure game, perhaps finding a gear under Elisses bed… adventure game style puzzles etc.. would flesh this game out and address my third complaint…

Which is that the gameplay is a bit samey. The exact same routine each day is not very interesting. Although admittedly this experience doesn’t overstay it’s welcome - some variation in the daily routine wouldn’t go astray. By far the most memorable parts to me were the diversions in the daily routine. When Elisse was waiting in the kitchen for me I was suddenly very curious and immersed.

I think this game would have been fine with just 3-4 screens, 1 per mini game, and didn’t really need the walking up and down the lighthouse. Of course, the fantastic artstyle wouldn’t have been so clearly on display in that case, but purely in terms of gameplay the traversing up and down the tower didn’t do anything for me.

Finally, the loading screens are ass and very unimmersive imo. In retrospect, I would have preferred to play on desktop I think as the loading screens really break the immersion, especially taking you to a simple puzzle game and back warranting a loading screen seems excessive. What can be done though for a browser game :shrug so I get it.

Finally Finally, let me close this criticism sandwich with a disclaimer and a compliment…

So this is by far one of the most polished and ambitious entries I’ve played, and I’ve played almost 250 now :) I’m only taking extra time to go into close detail on my criticism because the high level of effort put into this submission warrants it.

And I wanted to make special mention that the first time I played the cooking minigame, I got a quality score of 0, slightly furious and ready to write a scathing comment about the cooking minigame being terrible. However by the end of the playthrough - and once I’d figured it out - the cooking minigame was my favourite part of each day, and would probably warrant an entire jam submission by itself.

All round very high quality entry with a clearly tremendous amount of effort put into it. Great work, continue to grow and challenge yourselves!


Edit: Oh! Almost forgot to mention, the suspicious german accented guy claiming to be an american is by far the most dynamic character in the entire game :’D Loved it

(+1)

Thanks so much for the detailed review! This was CyberSugar’s first Game Jam, and your honest criticism alongside the kind words really validates the effort we put in. We worked with an international team totaling seven people, plus three voice actors and a local musician we are friends with. The size of the team was a double-edged sword, but we are overall glad we participated.

To be honest, the last two-and-a-half days of development were all-nighters spent fighting a browser-breaking bug (that still persists). I was exhausted and wasn't sure if the stress was worth it, but seeing the final result and reading comments like this makes me realize how much we learned and the skills we gained. I actually checked out your entry via Git back in week ~2 or so, before the part after the satellite dish was even implemented. Playing the fleshed-out version now is a real treat!

Regarding your feedback on the gameplay, the Gearbox puzzle was actually the very first minigame I coded, while the Kitchen was the last. My understanding of GDScript evolved massively between the two, so the discrepancy in quality definitely reflects my learning curve. The "dollhouse view" of the lighthouse (as we called it internally) was a point of contention, but since our artist had already created the asset, we didn't want to waste it. We agreed the loop up and down can feel repetitive. We also played it safe for the HTML5 build with the loading screens, and as we play tested, we too realized how much time was sunk into waiting, but it was too late at that point. Luckily our artist made those animations to keep them somewhat entertaining.

The cooking minigame was a happy accident. We wanted to show Sutherland taking responsibility for his daughter, and since I have a personal passion for cooking, I took a leap of faith on that one. I definitely went a bit too hard on the complexity and it did need a more comprehensive tutorial, but I am so happy to hear it ended up being your favorite part once it clicked. The cooking minigame has received the most criticism by far, rightfully so. Finally, I'm glad you enjoyed the suspicious "American" character, our VA friend will be happy to hear that!