Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

love love the idea for this and the mechanics, there's a lot of tweaks that can be done to convey the experience even better, but so far this is my favorite entry !

my main gripes are:
- i can just jam myself between an unbreakable wall and wait it out, time passing isn't tied to moving or exploring so i had no incentive to walk around if i can just let it run out
- text speed is very slow, unless there was a point to it being that way and getting you to be patient, i'd at least make the text load fully after pressing space instead of skipping entirely, i personally have a hard time reading things that load word by word so i kept wanting to see the whole text
- story details, it opens up with a great quote about it all being a metaphor for greed, but then the actual gameplay is literal hunger, i wish we got to know about the other people and why i was being drawn to them, what about that makes me greedy
- there was a really cool mechanic of moving furniture that could've been used to make me barricade myself, but like i said in the first point i could just stare at an unbreakable wall and didn't get a chance to get creative with slowing myself down

this is probably out of the scope for this jam, i still enjoyed it a lot, i think it just got my brain thinking how i'd expand on it since i do like it a lot, best of luck on your future projects !

(+1)

We're so glad you enjoyed this! Thanks for the feedback!
1. I will say (this is the playtester of TI2 talking here) that the basement was redesigned because of the same "jamming" method because originally you could just jam yourself in front of the stairs and wait it out. But I got sick, and the main dev had limited time and was unable to check/redesign for those other areas in time. The main dev is also the artist/composer/everything, so everything here was done in one week by one person, and having the playtester out of commission definitely meant some things would need to get readdressed post-jam. 
2. The funny thing about the text speed is we both talked about it because in the past we've made the text speed too fast. So I guess we undercompensated in this case. Adding a full text load option before it skips is a great idea.
3. My understanding of the story is that the ending text (when you survive until sunrise) is supposed to sum up the metaphor for the hunger being like greed. The insatiable greed draws people in just like the insatiable hunger draws the wyndigo to feed on people, but if we abstain it solves the problem. If the dev has a better summary, I'll have him post. 
4. The intent was to either barricade yourself or others. I found it depended on which floor you were on to decide which strategy made the most sense.
Truly, we appreciate the thoughtful feedback! Thanks!

(+1)

oof that's rough, hope you're better now !
yeah i just got excited about all the potential, but i'm well aware it's a large scope for a game jam with such a small team, so take it as a huge compliment that i feel inspired by this :]

all the best to you all, looking forward to future stuff

(+1)

Hi! The main dev speaking now.

Your feedback was very detailed and greatly appreciated. I'm planning a post jam release with many overhauls. As you pointed out there are a lot of opportunities to further explore greed - especially in an old manor with (presumably wealthy) patrons.

My intent is to break it into a three act structure - introduction, expanded house exploration, then the survival portion.

Thanks again!

looking forward to it !