Thank you so much! Yeah, it's messy, we tried to do a lot. probably too much in the time we had, but wanted to try to be ambitious. Thank you so much for your time!
6lbsofshrimp
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I ABSOLUTELY LOVE THIS!!! The gameplay is so fun and simple, but the difficulty was so good. THAT LAST ENEMY WAS SO EVIL!!! I WAS SO CLOSE!!! The music is incredible, it has no business going as hard as it does. I also love the old windows crash noise for that red head enemy. This game is so good! One of my favorites from this Jam. The gameplay, art, and music were just so good, and everything was so solid. Great choice to make levels, as opposite to random placement too, The levels feel like they have purpose and escalation. My only complaint is that I felt like levels were too long early on. Overall, fantastic job. Following you to see more games.
I LOVE THIS!!! The art direction is really simple but fun and effective. Gives Super Hot vibes for sure, the idea is also really fun and recreative. This gameplay is super addicting, I would honestly play a full game of something like this. The wacky poses are also really great to see, overall feels great, looks great.
This was super fun! I really loved this, the minimum graphics and music gave this a very tranquil vibe kinda like Mini Metro or Portal 1. The movement was really fun to figure out and go back and forth. I would love to play a full game like this someday. It was sometimes a little hard to warp my head around which direction I needed to turn, but once it clicked I had a blast. Great game!!
I'm absolutely blown away by the fact you took on making claymation for a 7 day Game jam, but you did an incredible job! You did it hahahaha. I really loved the vibe of this game, the dinosaur character was super cute and charming, and the overall presentation was nice. I love the mouth noise sound effects and voice acting. You captured the theme great, I can't believe bees were behind the door again. Fantastic job!
I really struggled with this game, I don't know if I was not understanding the clues or how to put them together but I really struggled to figure out how everything connected and solve the mystery. I managed to get 4 endings, but I wish there was a way to tell which items were intractable or have some highlighted words in the text. I always felt like I was missing something, like there was some hint or clue, or hidden dialogue to add to the final check. Coupled with the slow walk speed, it didn't feel fun and sometimes felt frustrating to recheck all the rooms and dialogue to see if I could find anything new. I didn't find anything so I went through the final "Can you solve the case" again and again hoping to have the right combo. I think overall I felt confused on what to do and how to solve the mystery.
This game is well made, The art is really cute, and I love the palette, I didn't experience any bugs, and the "Behind the door" theme was captured well. Your team did an incredible job making a functional game.
I love this! I'm genuinely am so blown away and impressed with what your team managed to make in such a short amount of time. The character designs are all fantastic, and the writing was really good. The writing did an incredible job painting pictures in my head as I can recall having similar experiences. I can feel the meat juice on my hands, the way characters are struggling to speak how they feel while holding back tears.
It's written in such a way that doesn't directly tell the audience what to feel and is instead delivered with flair. I'm allowed to understand and discovery these characters and the world and become invested in them myself. I'd love to know the specific credits as to who coded, who did art, and who wrote, etc as I was not able to find this on the menu/game.
I was the lead artist on my game, and the art in this game was great. The character designs are so pretty, Inuhiko was a stand out for me, and the background when they told the dragon story was mesmerizing. The little details, like how each character blinks give them just a bit more life. I looked up the characters names and how each of them fit with the design and story being told. I can tell there was a lot of picking and choosing what to draw, and you really used your time effectively. It's more important that your characters were rendered so good, as they're the focus as opposed to the backgrounds which are just dressing. You even used it to your advantage as I love that we don't actually see Cosmo in the bed, and are left to imagine what their state is like.
Some light criticism, I love each of these characters designs, but Cosmo who I understand IS the main focus of the story, their design feels just a little out of place, compared to the other characters like Umabami. They should have the extra flair, for being so important. It reminds me of Basil's design from Omori, who is very distinct from the cast, but still has a similar enough aesthetic to match the cast.
The only part that took me out of the story was seeing the characters in their normal clothing at the funeral, compared to seeing them in an all black attire. I understand this was probably for a sake of time as there's already so much love and detail in everything else, but it was something that took me out of the experience for a moment.
In these 7 days, your team made a compelling narrative and really captured the theme of "What's behind this door" as things slowly unfolded. I really am happy to have played this, as this was one of the best Game Jam Games that I've played. Great story, great characters. No bugs to my knowledge. Loved it and looking forward to what you guys make next. Sorry for the long comment, I just really liked this game hahahaha.
Wow!! Thank you so much for all of the kind words!! I really am glad that you enjoy it so much, we put a lot of time, effort, and all nighters in to make it the best we could in the time that we had. Yume Nikki was definitely an influence for the art, as well as Nights from Sega. It was really fun trying to find a balance between time I had, and how many frames of animation I could with that, and not making the art too over detailed to animate. I think we managed to nail a lot of it. We wanted to hit the player with a lot of interesting visuals/concept to enhance their experience and from your response, I'm glad to hear someone having fun. :) Thank you so much for playing!
Oooo the idea of keeping your gun via spending a key or being forced to change sounds like a great addition! I really like that, it keeps in theme and gives players another choice that could be positive. You did a wonderful job, especially with how tense of a time the jam was, I'm looking forward to the updates, keep up the good work!
Just played your game, I love the art style, the zombies are beautifully designed and I love the mechanic of having to wait until the gun was lined up before shooting. It taking place on the ship was a fun choice. For criticism, I'd say that I'd love to see a tutorial of sorts before playing, as I was confused. Also there was no wall collision, both myself and the zombies could float and attack wherever. Overall, I still love this idea of having to escape a ship of zombies, maybe adding a timer so that you gotta leave before you sink would add to it. Overall great job! keep it up!
I love the concept of this game, I think the art and overall design of using different items is great! My main issue is I was very confused on the lockpick? I did not get any feedback to know if I was doing it right? However for being made in 48 hours, You did a greatjob! With a little more polish, I could see this becoming a great game!
Great game! Love the use of colors and limited palette, the gameplay is fun and simple and I love the mechinic of using keys as both a way to progress and your health, it creates a very tense cycle of gameplay. My only criticism is that I was confused when I went through a loop of doors collecting pick ups and I was forced to cycle between weapons to progress. sometimes I'd have a weapon I'd like and felt like I was forced into picking a worse one. Overall though, I really enjoyed this, the enemy design was fun, man those flies got me hahaha.
This is great! I loved the art style and combat, I really had a wonderful time playing this, I don't even mind the ending cause the leading up to was incredible. There's a great sense of atmosphere and build up as we see and complete each side leading up to our goal of of slowly unlocking the door, coming back and checking on creepy messages. You had a huge scope and you mostly pulled it off! I think honestly, if you had not even put that message at the end, and instead had the ending be a simple "You failed, gotcha!" It would have been a good ending. Overall you did incredible and I really enjoyed your game and can tell a lot of effort and passion went in.
This was my first Gamejam and I had a blast! I was the artist on my game and we made a wave based game where you play as a door witch and beat people up with a door while using magic keys to summon weird powers. It was a ton of fun to design and collaborate with others. I'll try out your game tomorrow and It's been great seeing what everyone else made with the theme.
https://nizbel.itch.io/dreamscape-panic


