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Ooh, that's a super unique mechanic that feels really nice to play with. Also just a great use of the theme. I like how it drops the player into things, so I made an automatic assumption that I was avoiding death. The realization that dying was actually a game mechanic was a pretty freaking cool moment.

As is to be expected of a jam game, this could use some polish. The combat is pretty lackluster; although the possession mechanic fortunately makes up for this somewhat. While the art as it is works just fine, if you have plans to expand on this, obviously things like animations, some feedback in the attacks and getting damaged, and stuff like that would be quite nice. But again, I imagine all of this is due to time constraints. I think overall, you probably focused on the right thing (the possession mechanic)!

Overall, just a cool experience. I'd love to see this expanded, or at least more of the mechanic. I think you could end up with some fascinating puzzles. Great work!

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Thank you so much for your feedbacks! Yes, this was our first GameJam so it took sometime to get used to each other workflows and reach a balancing point, and the tight time constraint didn't help. We tried to polish as much as possible core game mechanics to give players, as Rick would say, the "wow" moment and a feeling of the kind of games we envisioned.

Totally agreed on the polishing part, expecially combat lacks visual feedbacks. When the game evolves I'll notify you! :)

Sounds about like what I expected, and I think you were smart with what you prioritized. Although I wouldn't have guessed this was a first jam. Pretty freaking impressive all things considered!

Definitely keep me in the loop. I'd love to see where this goes; the mechanic is just so cool and creative.