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(2 edits) (+1)

You gave me a big review, so here I am, hoping to return the favor! 

This is an interesting and unsettling  point-and-click game! The vibes are terrific, and the "stitched together images" ideas is super creative! I don't really get why looking at an eye is so unsettling to me, but it was. I got two of the endings (well three if you count dying on the swing), and I'm not sure if I managed to fully experience the game/story. Are there more endings I've not seen? I would like for the game to tell me, perhaps in the menu?

Gameplay wise, I liked the little mini games as a way to mix-up the point-and-click gameplay. I died more times than I want to admit here on the swings part. But I think it's not really my fault? The optimal time to click the button seems to be right before it lights up, or very early in that phase. In fact, in my experience, clicking it consistently slightly later than that won't  even get you high enough to reach the sphere. And furthermore, the game registers the button press on the mouse_up (like a UI button), not the mouse_down I was personally expecting.

I was also very confused as to why the game ends there, both narratively and just game structure-wise, if you fail the mini game. Initially, I didn't even realise that I failed the minigame, until I retried the game and realised there was no other path to take, and then died there a second and third time,  then I realised that I was failing, and then I failed many many more times trying to do it right. Forcing a game over / ending is just not necessary I think. You're essentially creating an exit point, a point in your game where players feel it's natural to stop playing. It's good to minimise the exit points, so you get to have more time with the player to convince them your game is great!

Narratively, I guess you're trying to convey the nonsensical / strange nature of a dream, but I think you're alluding to something more sinister going on, during the dream. Some action that the player is guided to perform, that will release some horror upon the world or himself, or prevent it perhaps? If that was the some of the idea, I must admit, the latter part does not fully land for me. But it's entirely possible that is because I missed an ending? I mostly felt a little bit lost / empty at all the endings.

I've had dreams before where I felt compelled to do a thing, and I think that's an incredibly cool concept to work with. Especially if it's a recurring dream. I did see some mention of the dream being recurring during one of the endings, but I feel like maybe that is a narrative point that needs to be conveyed during play too.


I think that's all I got. Good job to all of you, including Mirco with the C, not the K. And good luck on the rest of your jam!

(2 edits) (+1)

Thank you so much for the helpful insights! These are super useful to know!

Yes, I admit the swing part came out MUCH more difficoult than expected. You need to have near perfect timing to catch it right, and we currently found a bug where it doesn't even give more leniency over the press if pressed at the last instant. Thanks also for pointing out the other flaws in that minigame!

My idea for the game over initially was to add stakes to the minigames by making the dream "fade away", until you wake up. And sometimes, when you get woken up from a dream, you can lay down again and you'll be able to catch it again. But I see that we couldn't convey that thing very much and it just looks like another ending (also probably because there is no explicit indicator that you are "failing").

And for last, I confirm you there are currently 2 main endings! As for the narrative, I left it mainly open, but I confirmit has a main theme. We still made it not 'explicit', as dreams often use...strange imagery, that is often not clear even to our minds, and the only thing we can do is interpret them.
But even for this, maybe one other mistake we made was relying a bit too much on the first game, SILENZIO, where the ending tells a bit more (that's why another "recurring dream" is alluded to).

Well, thanks to your inputs now we know what to focus on (we plan to still update the game a bit after the jam ends). A big thank you from all of us including Mirco (as always with the C, not the K)! Gook luck to you too! :)