Thanks for the kind words.
I didn't notice that the protagonist looks a lot like a Ghostbuster, most of her design was made to hide the fact I suck at drawing (baggy clothes for not drawing anatomy, mitten-like gloves for not drawing hands).
Why do some many devs in this jam want to give me a psychological beating?
This just hurts. Specially the bits about LinkedIn being obsessed with "experience". Anecdote: I once saw a job offer that required 5 years of experience on a version of Java that came out in 2022. Either CEOs no longer care about reality or that company is based on Venus, where years are shorter.
Really interesting take on a game about seizing the means of productions. Instead of being an action-fest about beating up billionaires it's a more calmed down strategy game (not that there's anything wrong with the former).
The aesthetic it's pretty neat, kinda looks like Soviet posters from a parallel universe.
That's odd, I developed it on a somewhat old laptop and it ran fine, although the web export lagged a bit when loading the first level .
I did get the feeling that the game engine (Godot 4.6) ran a bit slower than its earlier versions (this was done to try out that engine version, besides shitting on genAI).
Out of curiosity, if you have the time, can you give this earlier game a go to see if it also runs slow?
Glad to know that you liked the pre-rendered backgrounds, looks like my years spent making failed FNaF fangames did not go to waste.
There is a clearer plotline planned, but level 1 mostly acts as an introduction to the madness. The game's "analogy" is mostly an extreme exaggeration of schizoid personality disorder.
Está bastante entretido, pero ten un pequeno problema: non deixa saltar dende superficies moi curvas, o cal é bastante frustrante ata que de decantas de que está ocorrendo. Estaría ben que o protagonista tivera unha animación de estar perdendo o equilibrio cando está nunha posición dende a cal non pode saltar.
Boas tardes, estou cerca de rematar o proxecto para a jam, pero veo que hai un posíbel problema co proxecto que pode facelo non elixible.
Elixín basear o xogo na idea dun recordo que cambia cada vez que o protagonista lémbrao, pero esa elección resultou nunha temática de misterio e medo, coma unha versión de terror analóxico de "Un polbo xigante".
A dúbida que teño agora e se é obrigatorio que o xogo teña un aspecto humorístico, tendo en conta que a jam chámase "Dende co galego, con humor".
It's pretty impressive that you managed to make a functional fixed camera survival horror for a game jam. The graphics and atmosphere have to be the best part. The concept of "Resident Evil with impostor creatures" is pretty damn good, I honestly find being surrounded by people you can't trust much scarier than being completely alone.
The game's biggest weakness has to be the difficulty. While survival horrors are supposed to be hard in order not to turn into an action game, here you end up having to memorize where each imposter was, which takes away from the horror factor. A simple limited sprint would have easily solved the problem by giving the player an escape option.