fun game! Very clear instructions. I picked up what I had to do very quickly. For some reason I got stuck in a death loop after dying once, No matter what I did, I would die when I tried entering the next room. This happened in room 201. Also my sanity didn't reset when I died I died of sanity and If I turned my flashlight off, I would immediately die. I really enjoyed playing this. Good job.
AVVR
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Nice game. I didn't realize at first that I could pick up the sword at the start. It looked like a normal decoration, like a stone of some sort. Maybe add an arrow that points to it. Also the fact that you have the same sprites for the hints to where put the items is confusing. Maybe make the ones you place the items on stones. I liked the unique art style and animations. Good job.
Thanks for the Detailed and constructive feedback! I will definitely keep these in mind in future projects. This is very helpful, thank you.
6 ... (game): darken all outside when your goal is user to select 1 of 3 buttons
I'm not quite sure what you meant with this. Could you elaborate?
Thanks for playing.
here's my game. I'll rate yours too
https://itch.io/jam/brackeys-15/rate/4310712#post-15656901
Interesting game. Took some time to adapt but got the hang of it after. I don't think there's a game over screen because I'm pretty sure I failed but didn't get anything. I think this game would really benefit from a tutorial since you're dropped right into the middle of the crisis from the start. I understand with this time constraint It might not be realistic. This is a creative game. Good job with it.
Can you rate mine? I rated yours.
https://itch.io/jam/brackeys-15/rate/4310712#post-15656901
here's my game. I rated yours.
https://itch.io/jam/brackeys-15/rate/4310712#post-1565690
Cool game! Was interesting figuring out how you beat the strange places. the inverse WASD was by far the hardest. I would recommend balancing the difficulty out. If you wanted the game to be hard, maybe make the other strange places harder too. If you don't want it to be too hard, maybe remove some spikes from the inverse WASD path and/or make the path wider. After a few tries I got it. Good job.
https://itch.io/jam/brackeys-15/rate/4310712#post-15656901
Here's my game. I already rated yours before.
Good game. I wondered around for quite a while trying to figure out what I have to do and I thought the game didn't have a purpose. You should guide the player to where they are supposed to go with an indicator perhaps. I didn't realize how the sword works at first. I thought I could just swing at it and it would deal damage to the direction I'm looking, but it wasn't at all intuitive that I have to aim right at the enemy to deal damage. I'd recommend changing how it works or add an indicator to make it more intuitive. They game was WAAAAYY too hard. I couldn't really damage the enemies without getting damaged myself, I got hit from the back, I got cornered and couldn't move anymore, and there is no healing method other than bying hitpoints for hearts, which I thought would heal me to full but didn't even do that. I didn't even get close to killing everything. But overall fun game. I enjoyed playing.
Really fun and capitative game. I wasn't really sure what to look for at the beginning. If you added an icon of what you are trying to search for looks like, I would immediately know what to look for. The water mechanic was difficult to adapt to. I didn't know where they were and if I run out of them, I will just lose. Interesting mechanic but I think it needs some adjusting. I enjoyed playing :D.
-The tutorial was made intentionally like that.
- Well it's good it's intended, but what is the reason behind it. What do you want the player to feel?
-In the tutorial or in level 7 too?
- level 7 too, you could just make the distance shorter if there is nothing to do along the way other than walk.
-The idea was to always go down thtas how you advanced, im not sure how to answer that one ill need more people to give me feedback on this one for calibration.
- I did intuitionally go down, but at times went left when i had to go right and vice versa, thats not a big issue, but what i was confused about was for example the big moving letters that i had to use as an elevator and the bridge where you type I didn't at first realize
-I havent thought of a good way to change it, il think of ideas for it
- I think if you just make the letters that kill red, it becomes pretty obvious, this is a very common pattern and the player will probably also assume it is dangerous at first.
Cool game!
I found the puzzles SUPER confusing. I had no idea what to do. I didn't understand what the doors changed, I thought I had to go through the correct door at first and didn't even think of going backwards, It wasn't clear to me that a lantern needed to be placed to proceed. I managed to soft lock myself by falling out of the world, would be nice if there was a button to respawn. Otherwise good job with the gameplay.
Good visuals too! :)
Very fun and creative game. It's very polished so I don't have much to say. I found skips for quite a few levels, which isn't even a bad thing, in fact it might be good. It makes the game fun for speed running if someone wants to do that. I couldn't figure out the real solution for the last level but beat it with cheese. I only realized on level three that you have to press shift to open the 3rd dimension, must have missed it. I was confused and thought I broke the game.
the visuals are nice too. Good job with this game.
Very fitting game to the theme. Right away the game got my attention.
- I felt like the tutorial was dragging a bit. I had to walk quite a while before seeing the next instruction. And this is also the case for the whole game.
- It feels like I'm walking for no purpose. There needs to be a purpose for my walking or otherwise it just won't be fun.
- The game is also confusing which can be good if done properly. I didn't really know where to go.
- A better indication of what is dangerous would be good, The falling letters were unsafe, but later they were safe, which is confusing. A simple color would be enough of an indicator. Also a death effect or delay before being sent back to the last checkpoint so you can know what you died to.
- I would place checkpoints more frequently. I walked a long distance, died and had to walk all the way back.
- You need a way to return to your last checkpoint. I got softlocked and pressed R but it send me to the beginning of the level.
This game has great potential. I am curious how it's gonna turn out like if you continue making it.
Very good game and impressive if you have no prior game dev experience!
- There is no sense of progression in the game. At the start the enemies feel quite un-killable and you have no shoot cooldown. I don't feel the game getting harder either when the wave number increases. What I would recommend is you have the enemies start out weak, slow, and low in numbers, and you increase the numbers as the rounds progress.
- Also I kind of found it disappointing when the game suddenly ended after 5 rounds. I would find it more fitting to have it continue endlessly, becoming harder and harder until you fail. If the intention was to make just 5 rounds, then the score should probably not be displayed because it's irrelevant in that case.
- I don't know if it was a bug or by design but the enemies de-spawned after some time.
Other than that the game is fun (and strange :D ).
Insanely polished game. great gameplay, it was fun, the concept was good and well executed, good visuals, and audio is good.
- The game is quite difficult but that also makes it rewarding to complete. It encourages exploration, though this could be further improved because when I played I didn't know where to go, and I picked a path too difficult at first and didn't think that the other paths would be any easier.
- There could be some kind of difficulty display on the map, or locking the path to destinations at the start, or in some other way try to guide the player to a good route. I also didn't want to change route after picking one, but tried to complete it. I went down to the pufferfish zone at first, and I found the pufferfish warning time to be too low. I tried reacting to it but still missed at times. I also think the upgrade tree could further be improved.
- The only upgrade that seemed appealing at first was the cannon upgrade, there could be other cannon-related upgrades that don't give you an extra cannon, like increasing fire cooldown, damage and projectile speed, say, separately from an extra cannon. Also more basic health upgrades would be good.
- I also found it annoying when I realized I need to upgrade my ship to proceed, but have to do a detour just to do the same trip again to get back to where I was. This wouldn't be a problem if the route was better guided. If you wanted to retain the exploration aspect you could perhaps add a quick travel feature where you can travel to any location you have unlocked by traveling to it once, but don't gain any gold from it, or maybe you even have to pay to use it.
But seriously good job with this game. It's already amazing as it is.
nice game! There seemed to be a lot of bugs when I played, maybe only on the web build. I had sprites disappearing. I got stuck very early on and was confused on how to get more map fragments. When I eventually did get one, I don't know what I did right to get it. I tried going back to the beginning to see if I missed something and thought I was stuck. Fighting with the ghosts seemed unnecessary since they didn't give any rewards. Other than that, the execution was nice. Well done.
Amazing game. Truly strange environment. It was a fun playthrough. The progression was very linear, It would be cool if you had to go backwards in order to proceed forwards more. I also got confused for a bit on how to go back since I needed to use the same door I came from to get back to the goats. Overall very good.
I see. My original thought behind it was that you would have to strategize your path, and I could use the fact that I know the path in advance to control the bunny's AI, although now thinking about it, the movement would have to be turn based or have a cooldown, since you can just spam it removing the strategical aspect, making it impossible for the bunny to predict, and it feeling just like movement but hard to control. It would have been smarter to not implement this, since it would have saved time. You are right though.
Really impressive game. It was confusing at first, but after a few attempts I started to get it. It's not clear what the different currencies represent, which wouldn't really affect gameplay, but when I finally realized what they represent, it helped for understanding the game better. This could be corrected with adding text or more indicative art (I first thought the wood was bacon XD ) but the art is great though. I didn't realize I was losing because I didn't reach my objective. When I almost figured out why I lost, I was unsure whether or not I needed the amount for all currencies or just one, or total. Since it's total, it would be useful for there to be a display for a counter for how many you currently have, since it was tedious counting all my points together and comparing it with the required points. I liked the strategy aspect and the unique gameplay. Overall very polished game.


