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(+1)

Hey, thanks again for putting Dawnfall on stream, that was a good chunk of your last jam day to give to someone else’s game and I appreciated it for sure :)

Best moment for me was getting a command in at the last second and using it to get away. That little gap between finishing the typing and the thing reaching you is where the game lives.

One thing I want to call out, I had to mute at one point and the game still told me everything I needed. You can see danger getting closer without hearing it at all. That’s a nice thing to have got right, whether you planned it or not.

On the audio, the intro and how to play screen had a lot of reverb on it for me, though I had my sound turned way up so that could easily be on my end. And I don’t think there’s any music in it, which might be worth a look after the jam, either something to push the intensity up or something flat and calm underneath to play against the panic.

The other thing I got tangled in was the terminals, I’m fairly sure I was typing the right commands into the wrong ones for a while. Could just be me not reading carefully enough while being chased.

Was it always going to work this way, where clearing a command makes your life worse, or did an earlier version reward you for getting through them?

(+1)

Hey, thank you for such a thoughtful message, I genuinely enjoyed playing Dawnfall, so it never felt like a chore :)

I’m really glad that last-second typing tension worked for you. That tiny window between submitting the command and the hunter reaching you was exactly the feeling I wanted the game to revolve around. It’s also great to hear the visual danger cues held up while muted. I did want the game to remain readable without relying entirely on sound, but I wasn’t sure how well that would work in practice.

The reverb is a good callout. I’ll have to revisit the audio balance after the jam, especially on the intro and How to Play screens. There isn’t any traditional music right now, just ambience and threat sounds. I like your idea of either escalating music or something strangely calm underneath the panic.

You also weren’t the only person who got mixed up about which command belonged to which terminal, so I think the objective and location information could definitely be communicated more clearly.

The idea that making progress would worsen your situation was pretty much the central concept from the start. Every ROOT command gets you closer to restoring the network, but it also gives the rogue process more control and speed. I wanted each successful command to feel like both a victory and a mistake you couldn’t take back. An earlier version didn’t really reward you beyond progressing toward the ending, although the optional utilities were added to give the player a little breathing room along the way.

Thanks again for playing and for taking the time to write all of this out. It gave me a lot to think about for a post-jam version :)