aah okay, I interpreted the tutorial as “check if the door is real so you don’t waste your keys”, similarly to how right before that it teaches you to check for real enemies so you don’t waste bullets. I didn’t realize it could also affect visibility, that makes a lot more sense.
borot
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I did, yes, I just felt like I spent half the game standing around and waiting for something to happen :D I think if there was one other mechanic, for example if you were running away from something, or exploring a level looking for clues, and at the same time you had to look out for the monsters it would be a lot more engaging
edit: or a more realistic option given the time constraints, if there were just more things in the room to interact with
shame about the AI art. I understand not having the time or skillset, but there are many better and more ethical ways to get around that: stock photos, existing free or paid assets, very simple art styles (e.g. stick figures, simple pixel art), drawing it yourself even if it’s bad… after all, tiny game jams have existed for way longer than genAI did and it hasn’t stopped people before.
I didn’t understand the clues on the right, or what the “but they come at a cost” means? but maybe that’s a translation issue. either way, I’m glad you and your son had a good time.
the game is really simple, but I like the pixel art and how the sound gets higher in pitch as the time runs out :D
by the way, I see you’re using Godot, way more people will try your game if you make it playable in the browser since most of us don’t want to download random files. I followed this: https://foosel.net/til/how-to-export-a-godot-4-game-to-run-on-the-web-on-itchio/ (though from my testing step 5 isn’t necessary)
it looks and sounds great, the gameplay is fun, but the “seeing” mechanic feels kinda tacked on if that makes sense? the main game is “score in as few hits as possible”, and the “reveal hidden objects” feels like an unnecessary layer on top of that, I think the game would be just as fun without it. I still really enjoyed it though, the curved shots were a nice addition :-)
I didn’t find the gameplay that fun, but I can see the potential. maybe if you weren’t locked in a small room and instead it was a part of a larger survival game? (thought that would probably be out of the scope of this jam)
visually I really like this combination of lowpoly models and pixel art textures/sprites
now that I got it working: I like the idea, it feels good to play and requires some strategy. the tutorial is nice and clear, though it’d be even better if you could skip it after dying and replaying. listening to the doors is kind of pointless, since if they don’t require a key you can just walk through, but the chests and enemies work well.
I don’t know if this is a bug or I’m doing something wrong, I’m stuck because there’s one locked door that I can’t open even though I have a key, and one passageway that I can’t walk through/there’s an invisible wall in the way:

also the first time I played I somehow went back to the first room just as the tutorial started, which softlocked me:

bugs(?) aside I really enjoyed this, I could imagine it being turned into a full length game
headcanon accepted. I actually made a game about bothering a clerk a long time ago, I don’t know why I keep accidentally circling back to the same specific concepts lmao
it took me way too long to figure out I was supposed to get to the fire, I just thought I had to get to the other side of the screen :D the first few levels felt a bit boring/confusing, once the enemies and obstacles showed up it was a lot more fun. I love the visual style, the limited sound effects work pretty well too
this might be my favourite out of all the games in this jam. the graphics are cute, the concept is simple but has huge potential, you introduce new mechanics at just the right pace, and the levels themselves feel just the right amount of challenging. it’s clear you have an understanding of how good puzzle design works :-)
I’m not usually a fan of these kinds of riddle games, but this was nice and intuitive. the right path isn’t always immediately obvious, but it’s also not that difficult to figure out, it feels like a good balance for a short game like this. the flower door was my favourite.
the NPC sprites look a bit out of place combined with the tileset, but they’re really cute :-)
thanks! I explained it in the description but TLDR the cashiers give you directions, you have to guess if they’re lying or not based on how creepy they sound.
originally I wanted them to sell items, the selection of items would get weirder the longer you’d play (and based on if they’re an “evil” or “good” cashier), and you’d encounter events on the road where you could use those items. but there’s no way I could’ve finished that in 3 hours, so the gameplay is just drive left, drive right, and reading :D



