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(+4)

Yeah, as I expected from the images, this was an extremely high quality experience compared to its short development time. It must have been an extreme challenge to coordinate finishing all of these different pieces, and having them work together, but it seems like you managed it excellently.

I really like the different transitions, especially the cleaning room entering the screen. It really gives the vibe of a room being magically constructed around you to clean the objects in.

Most jam games don't really spend a lot of time on the story and lore, but I like how you leaned into it and made that sort of the focal point of the experience, and I really enjoyed learning about the world you created for this game, and all the little tidbits. My favorite little detail is how the wizard mentions how he messes up the globe. I like how it explains why the puzzle is the way it is, which is something  a lot of puzzle games skip out on.

The voice actress did a great job as well and made the main character feel alive, which really helped immerse you in the story.

There were obviously some issues, as there always are, but seems the other comments already got them covered (PEMDAS, the issue with the bust pieces not being clickable, and the rotating the rings not being super clear.)

I look forward to seeing future projects from Noot Noot.

(1 edit) (+2)

we were fortunate enough to have team members whose sole focus was narrative design, and we were sure to incorporate their work into all aspects of the creation pipeline; our ideation flowed from the narrative team to the art team for concepting and asset creation and finally implementation. This means that we had a lot of stressful overhead from how many times content changed hands from start to finish. We spent many hours in VC, creating spec docs/mockups, and chatting back and forth. For all intents and purposes, we followed standard operating procedure for a production pipeline, with the only difference being the short timeline and the fact that we were able to take a little more liberty with the procedure because a game jam is much lower stakes than an actual production with a budget. It was very challenging at times, but the end product is what matters, and it makes all of that hard work so very worth it to read responses like this. Thanks for your kind words and thorough review, we truly appreciate that you took the time to immerse yourself in Equinox!

(+1)

Well said 🙏🏻

(+2)

Thank you so much for your comment! It's nice to hear that folks appreciate the narrative, it was a lot of fun to work with a team who was so open to making a narrative-focused project. Coordinating everything was absolutely a challenge, but it was so wonderful to see it all come together in the end. 

Maya did a really wonderful job taking the lines and making them feel alive, we're very grateful to have had her on the project. 

Thanks for taking the time to play our little game!