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(+1)

Very nice arts. However, due to the subpixel positioning, or float value scaling, it shifts and flickers quite a bit (on web).

I like systemic and emergent games a lot, but this one is too poorly explained to be enjoyable as is. There seems to be a lot of content and mechanics in the game that seems fun, but if I’m struggling to understand how to even interact with the game in the first place, it’s not a good time. I would strongly suggest next time you plan your jam so that there’s at least some time left to do some tutorial, especially if it’s a complex game like this. Or if all else fails, you could make various gifs and graphics, or video explaining how to play the game on the game page itself so it could be viewed if someone is so inclined. Less than ideal, but better than nothing because I’m sorry to say, walls of text don’t suffice as game instructions for game of this complexity.

The controlling mechanic itself seems a bit awkward to control. You have to press too many buttons to do give one simple instruction.

The menu music is nice, but no music in-game is a shame. Everything else seems to be very polished though. Sounds are good. There’s lots of animations.

If there’s a post-jam update, I’m interested to try it out again.

(2 edits) (+1)

I’m sorry you weren’t able to understand the game.

I’m not sure how much we want to keep developing this game but if we do decide to develop it further we’re going to playtest it and make a more dedicated tutorial.

The controlling mechanic is hard because you either do what we did or end up having 3 extra options upfront as abilities (too much). And for each ability you have to select both a target to possess and the target for the ability the possessed person is doing, adding at least 2 more button presses. We could remove the selection dropdown and just have it be a list of buttons, but that would only remove 1 button press (which we would do if we decide to do a post-jam update).

I know it’s not enough, but to supplement the lack of instruction, we added more in-game text and also text below the iframe of the game. We did leave time to do a tutorial, but I think you’re right to say we need a complex tutorial for a complex game and obviously didn’t leave enough.

I agree that it isn’t very fun if you don’t know what’s happening, but I’m actually kind of glad that the problem is interface and tutorial and not the actual core game (as far as I know), and it only needs some testing (which is definitely doable; better than throwing the entire idea in the trash).

I appreciate the honest feedback.