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(1 edit) (+1)

I love the "grotesque" vibe the environment gives! The texturing especially makes it look absolutely disgusting. Shame that you couldn't finish the game, reading the description, there's definitely some thought put behind the game's design.

I saw that you had a devblog teasing an update - If you manage to put that out I'll return to play it once again just because I'm curious what's on your mind. Usually, you won't get nearly as much attention post-jam than during the voting period, which is also what provokes me to do this.

Good stuff!

(2 edits) (+1)

Many thanks, friend! Definitally I want to turn this prototype into a larger project. I wish I had more time to make the 3D models more polished, with the proper texel density and resolution. And of course, instead of stretching objects directly in Unity, I should have used the created ones properly created assets for each section.

Even though the concept is small in scope, the idea was that players would uncover the correct instrument combinations by interpreting cryptic texts. These texts would hint at emotions (linked to each instrument’s character) and colors (each instrument tied to a specific color).

For example: “Here live the birds that died when that blue sky turned red like blood on that autumn day!”

In this case, the highlighted clues would be “blue” and “red.” Depending on the riddle, there could be 4–6 possible combinations, and the challenge would grow as synonyms and indirect references were introduced. The progression would feel like moving through different “worlds,” a short but layered journey.

The mechanic is meant to stay simple and concise, since I don’t see it stretching into a long game — at least not for now.

Following you too! Again, thanks and greetings!