Very interesting idea, with close connection to the theme. I think it got a bit boring to me quite fast. I never actually managed to let someone escape, so it seemed a bit too easy I guess? Even with fast moving adventurers if you have an art room next to the entrance they always fill themselves up with excitement I guess. Solid entry with interesting mechanics. Sound was funny too for me the sfx was a bit too loud. Very well done!
barnanemes
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I had a night where I only got money and chill guys it was impossible to reach the hype level. Maybe I also bought bad upgrades I don't know it is just weird. I guess it should at least provide 5 guys that pull hype up in 10 guys or something but the whole thing seems random. Apart from this I enjoyed the whole setting, music and characters were cool but I don't think I would be able to finish with failing the nights constantly :D
Great ideas, but for me the control was kinda frustrating. After a short time I realised that I could move if I switch between WASD and Arrows so I don't have to wait for the cooldown to finish. I felt like the maps were a bit long changing movement rules all the time. Very polished and understanable from the get go, impressive entry!
This is very hard. When number 5 started coming up I was out. I really enjoy rhythm games but I felt like the maps were not really synced to the music. I also didn't understand how I should be able to navigate 5 notes at the same time with 3 different obstacles. I guess I would have needed a lot more practice, maybe easier levels or a setting to turn off obstacles. Impressive for a week of work!
Simple idea, great execution. I think it would be a bit more interesting if I could choose the circle I want to make next or if there would be some speed or other upgrades to give a sense of progression. Also the music was very funny and the hit sounds when clicking in the menu put a smile on my face :)
Beautiful artstyle and promising lore. I didn't really enjoy the gameplay. Sometimes I just wanted to get back to the menu to pause and I lost all progress immediately (I know it is a jam game so this is understandable).
Knowing nothing about the draft phase made it very irritating, since I just wanted to see what kinda cards each thins have, there is no confirmation or anything so I just got the same card twice. Also skipping or cancelling was not an option with any cards added which is kinda weird for me.
All together this is a very impressive entry, with deep game system but for me it was a bit hard to get into.
That got existential very unexpectedly. Also I did place this game into my hearth immediately. Beautifuly shaded, well written, interesting navigation and soothing music on an eerie landscape. I had some Anodyne 2 and Hypnagogia vibez in the best way possible. I thought it was funny that you have to say yes to everything to be able to progress in the game :) Very well done!
Wow, what a good game. I enjoyed the atmosphere and the weirdos who came to the doctor. Art and Sound Design were top notch, I especially liked the sound the doctor made when he invited in a new patient.
It was a bit funny how much the same problems came up, maybe it could have had a bit more variety. But we all need some ideas to make new games :D
Great main mechanic, the only thing I missed was the fullscreen button, at first I almost didn't see anything from the game it was so small on my monitor. For me collecting trophies and putting them into their place did not really make sense to open a door, but I got it on the second try when I read all the instructions. I guess what I am trying to say is that it was really not obvious for me that you can open the door that way.
The gameplay loop is pretty good. The only thing I didn't like is that the upgrades are not that interesting, and I cannot really skip upgrading to get a better upgrade next time. After 3 battles I only got worse and worse weapon options than what I already had, which made the game a bit pointless I guess. Still impressive demo for a week of work.
Thanks for giving a bit of perspective from the single dev side!
Also just a random info, our game also got around 15 ratings in the first 2-3 days, and nothing since then. Very demotivating.
Oh and I just checked out what's in my queue right now, all 5 titles have 25+ ratings already. So this is clearly not the case for everyone.
Thanks for replying, good to know I am not the only one.
Also another thing I found is this official post where this system was first introduced:
https://itch.io/t/2200921/rating-queue-for-jams-now-available-for-all-hosts?fbcl...
It seems like there is an option to unlock the random queue after rating a given number of games! So it should be used and the number should not be higher than 10 I think.
Realisticaly if there is no response on the discord in this topic I doubt it will get a reply here, but let's hope for the best!
I have mixed feelings about the new rating system, and I am not sure if it is the best way to go. Just to give this some context I will ellaborate below, but to preface everything I liked the old system much better.
So our team consists of some enthusiastic programmer and art guys, and we do game jams mostly for fun. Usually the whole reason of doing a jam is the thrill of making something fast, and trying to come up with a scope that is actually doable in a short time (and of course fail at that miserably).
But half of the fun is doing the whole community thing after, where we take a look at different games that got popular or very rated and see what makes it so. Until now we kinda did it as a continuation of the game jam, that when the submission deadline was over we went to the submissions and started rating and commenting on games that stood out for whatever reason, or got our attention with their capsule art. And it had a nice back and forth effect where we could comment for comment and rate for rate. I know that having many ratings does not necessarily means that we will have a good score, but still getting comments and getting rated was a number go up game that motivated us to engage more and more with other games and the jams community during the rating window.
I know this should not matter, but I feel kinda cheated with the new system, that I cannot rate whatever I want to. I get the problem that sometimes games don't get enough rates etc, so there should be an egalizing force that helps these entries. But for me having a random rating queue is just not justifiable by any means. I would understand if I could only rate 5 games first that have not been rated / played by a certain number of people, but after a threshold of like 5 or maximum 10 games I should be able to rate whatever I want.
The main reason for this I think is that playing jam games, and taking them seriously and giving constructive feedback is a lot of time and energy but if I cannot choose what games I spend my time on it becomes kind of a chore. Realisticaly I have time to play like 20 games / JAM so not being able to rate the ones I play made me not that interested to play them at all. I know that's kinda weird but that is how it is.
I have 2 more points that I will say.
1. is that I understand that the old system was kind of unfair to single dev games because they could not engage that much as a 5+ person team like ours so it is true that it was not completely balanced, and I do see that.
2. is that I understand that we can still do the comment for comment thing in any games that we want to, so the community engagement does not disappear completely, but for some reason it does not give the rush it used to. At least for me it doesn't.
Uh and an extra technical detail that I don't understand: Why can't we see the capsules of the games that we are supposed to rate? It makes choosing what to play and what not to play even from a small 5 title list very cumbersome.
Whad do you guys think? Am I being unfair here? Do I not see something that makes this a superior rating system? Any thoughts?
Pretty good game. Very polished compared to anything I played so far. The attack speed and HP could be alittle bit more explained I have no idea what I am doing. And when I have to sacrifice units or buy new ones it is very hard to understand the stats just from different brackets. I love the artstyle and the music, very impressive demo!
since new update I hade a new bug, after getting to the miniboss on level 10, 4 of my powerful cards disappeared from my deck. I didn't use frog, they weren't exhaust cards, so I don't understand what the problem could be. I had to play like I just started the game. Of course I died even with around 100 life :D
Awesome vibez on this one! I think the drawing with mouse got a bit tedious after a time, but I loved the main concept and the premise of the game. Trying to draw all possible assets was pretty fun! I think it's a good start for a cozy game, I would definitely play it more :) Congrats for putting this together in such a short time.





