Hmm.. very weird.
Does Esc key help? It's supposed to close the intro log entry.
But console log reads as the game might not be loading up properly on different machines and that's pretty odd.
Thank you for trying!
Ok this one so far is the real gem!
It's fun, it has a lot of Resident Evil 7 vibes, sound design is really-really good, loved the cutscenes - there was a lot of love put into this game. Oh and cover art is so catchy.
I managed to cheat my way a bit by stealing the hammer from the side without opening the safe, but properly finished on second playthrough.
Great stuff!
Oh I also think that flashlight AS IS kinda hurt the game look. The initial scene in the cage has amazing lighting, but when you get the really bright flashlight it shows all the imperfections of the models. If it was a bit more dark I think both the game would be a bit scary AND look a bit better <3
Hey, this one was pretty interesting. The artstyle is pretty unique. I'd say enemy spawns during last level were a bit bullshit: I rammed into a few that spawned JUST before me, but hey, still managed to finish the game.
Some text glitch effects look pretty cool, but yeah, agreed, makes it a bit harder to read text, so definitely use these, but tone down in the future.
Anyway, love how you used very limited resources to make something looking unique <3
Hey, it IS a good prototype. Nice job with getting so far! I think it's a great template if you'll just take that and join another game jam with it. The controls are responsive, holding items is a pretty nice touch, camera and torchlight felt fluid and you made a menu with mouse sensitivity.
Keep it up and best of luck with your future projects!
Ok the parkour part was actually pretty fun. I dunno if it was intentional, but I really enjoyed both parkouring on top of the crates in the warehouse and making huge leaps over the houses in the street area. That obviously made monster not very scary and the controls felt more like boomer shooter, but it was pretty enjoyable nonetheless.
I think if the monster was more of a flying thing and there would be more than one - that would feel pretty amazing - collect stuff in high speed parkour game while avoiding flying enemies.
So kudos for controller, you definitely have something.
CRT effect made things look really great up-close. At the same time it was absolutely obnoxious for navigating in street enviroment.
Hey, was an interesting experience. I liked how parts of the levels were completely dark until you got c loser. That's eerie. The boss in musical hospital bed rooms could use some sort of damage confirmation - I was not sure if I am hitting it or if it does anything to him.
But I LOVED the flying axe animation scene. That was cool. Overall really nice work with cinematic animations in this one <3
Oh my, I had a dream game about hospital horror and this is so much better!
I liked the 3D pixel art shader, controller, atmosphere, it's a very well made game, great job here!
It DOES feel a tiny bit goofy when you gain some speed on a wheelchair, but it so soooo satisfying, hardly a complaint.
Great job, especially for a jam game!
Thank you very much for kind words!
Yes, I think indeed somewhere an arm operation bug made it to release version and it's really unfortunate. The root of that was probably indeed in the fact that I've spent maybe 80% of time working on buttons and then speedrun development of the rest of the game.
I do also like how it turned out overall, maybe a good candidate to make a bit bigger salvaging sim sometime after jam <3
Played and rated your game. Nicely done! For real, you've made something cool - a physics based autoclicker.
Appreciate if you'll have time to look at mine, also 3D https://itch.io/jam/game-name-game-jam-1/rate/4479151
I'm a big sucker for Ancient Egypt theme, so couldn't miss that. Good job. You made an intro cinematic, absolutely crazy. The level has very nice lighting set up. There's a bit of jank, but 100% expected of a jam game.
The 3D labels looked a tiny bit goofy and somewhat ruined the immersion. But when none are visible red eyed monster and cool glowing lights - that nailed the visuals. Great job!
I liked your game, well done <3 Rated and left my thoughts
Gonna be really happy if you'll have an opportunity to check out Invictus ^^
https://itch.io/jam/game-name-game-jam-1/rate/4479151
I liked it! Upgrades and cart really sell the theme of dwarf character. His tween animations are also really cute!
Vampire Survivors clone is a pretty solid genre, always a treat to play. Yours had great feedback when smashing enemies with the cart
I think you maybe could have removed the HP to fit the theme a bit more? So to make it more about how efficient you are at collecting souls. Like, sure you can kill them with just your cart and reach 100k, you're just gonna take forever. You gotta pump these numbers.
Anyway, great job, loved it!
The art sold the game really well. The intern character is cute, quirky, made a GREAT capsule and yeah I think it teased me a bit to try the game a few times to get an ending.
Controls are a tiny bit jank though. Can't rotate full 360, so sometimes you miss a crystal and it felt frustrating being unable to turn back if mouse was already on the edge of the screen.
I DID enjoy quite much tho, nice job!
Nice job, a great game! I really enjoyed yours
I know download only is a bit harder to get in, but maybe you'll find time to play and check out Invictus <3
https://itch.io/jam/game-name-game-jam-1/rate/4479151
Really liked yours! <3
Here's mine if you'll have time to check it out
https://itch.io/jam/game-name-game-jam-1/rate/4479151
Thank you very much!
I am definitely going to check yours and overall will try my best to play, rate and comment as many games as possible.
It is a great feat to finish and every single one I tried so far is a celebration of creativity <3
I agree that gameplay does need some polish, maybe a good opportunity for after jam project
Thank you so much for playing and checking out the game. <3
I think I initially planned for something akin to Iron Lung and blocked most of cockpit to make it feel more claustrophobic, but in later stages of dev there was more emphasis put on visuals and it eventually caused this gameplay/visual clash.
Still, thank you for your kind words!