The little gif you get at the end changing based on how well you did or how the game ended it was very silly and I like it a lot. I didn't understand what was happening at first with the cards, but it was cool to see that the deck pulled determines what populates the level. Is there a point in not pulling as many cards as possible? Even if it adds obstacles, I don't see how not trying to get as many oat populations as possible is effective.
chellerad
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Really cool visuals, and I like the intersection of Papers Please and I am not Human. It gets an uncanny vibe that I think is better than You're Not My Neighbor even. The gaemeplay loop is simple and enjoyable, it fits the the stated themes really well, the art is gorgeous, and the sound design is effective with a nice soothing back track. Probably one of my favorites from the jam so far!
Something that I struggle with in puzzles games is that often there are logical leaps that might seem obvious to one person, but not to someone else. Here I ran into that, not understanding why the detective would say two things that are obviously related, aren't. I liked the gameplay design, the art style, the music and aesthetic, but because I had to try and brute force the actual gameplay (and there are no real hints in terms of oh this person might have more to say, etc.) I didn't really get to the meat and potatoes of the case. As a result, I didn't really get to interact with the theme. I still think it's a well done game, but I think some clarity on the logic here might make for a more playable experience.
The visuals here are very cohesive and interesting to look like, I could hazard a guess based on the look and layout that this is somewhat inspired by Iron Lung, which it evokes nicely. The game itself seems a little too hard though. Despite getting the numbers very quickly, loading, and firing the artillery, after the third launch I automatically lost before I even had the change to turn back around and continue inputting the numbers. I think with better balancing and a more gradual ramping of difficulty would improve the experience greatly. As a whole, I do think it is very well done. I will also say as a small nitpick, the sort of flickering light sound that plays in the room by default is very grating on sensitive ears and repeats very often, so adding some variety to that might be a good choice. Good job!
Very cute! As some others have commented, kind of easy, but nothing wrong with that. I will say that if the speed had been ramped a little, it would've hit that "under pressure" theme a bit better. I also noticed that there is really no reason to turn your flashlight off, and no reason to drag around eggs as they don't overlap or get in the way at all. Creating some debuff or obstacle that fosters more player interactivity would be great! As it is now, I just sat with my mouse hovered over the eggs as they came out and hit q or e respectively. Also, unclear on how to sort pig(?) eggs? Good, bad? It said I sorted them incorrectly both times. For your first completed game, I would say it's a strong start.
While this is just a demo instead of a game, I still found the gameplay section promising. The time limit is pretty generous given how few steps there are, so I will say that the under pressure aspect could be better implemented. The narrative and dialogue were very silly. I think any audio OTHER than the blaring alarm would really add to this (reactive sounds when clicking in game, dialogue sounds, an ending sound, etc.). Overall I think it commendable you still put something out despite life getting in the way, and it's a good demo!
Super cute! I will say that I didn't really feel the need to "hide" as the mimic, as the way the level was set up it was easy to just sort of stand with terrain blocking an NPCs view and then jumping them from behind. There also does not seem to be any sort of cooldown on chomping that would encourage hiding, or system that alerts the adventurers of their dead mates. The timers on the screen where the adventurers were interacting with items was also a little bit confusing because I didn't know why they were there necessarily (maybe I don't want them stealing my stuff?). Overall though I think it accomplishes it's thematic goal and the visuals are very cute and cohesive. Even if I found the gameplay a little lacking in terms of implementing all features, I still found it fun to play. Great job!
This is a really cool concept that is executed incredibly well. The music changing for every level, the sfx becoming muffled, the darkening of the player's vision the deeper you go, all of it creates a really fun experience. The music becoming more intense really got my heart beating and I really felt that pressure! Awesome job!
Why is my neighbors house the size of a small school? Why does the boiled one give me surprise hugs? Why am I taking photos of random blood stains and pentagrams? I accidentally triggered the nextbot like enemy from outside and learned that unless you have all of the pictures, he just poofs when he touches you and was unbothered by it. The movement was fine, the level design was sort of lackluster, the chromatic aberration did not give "VHS" or a similar style. A greater focus on story and turning the lights down would probably do this game some good.
Wish there was some way to change the controls, I play on a 60% keyboard meaning I do not have arrows keys, and have to let go of my Fn key to hit space, therefore I cannot move and press the space bar at the same time. The ability to choose WASD over arrow keys would be great. Can't really play the game currently.






