Thanks for playing! I just realize I didn't have any description on how to play :D
corgi_123
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Hmm, I think part of the body like the hand got stuck or getting in the way is part of the real caving experience. So I know I could make it easier but afraid that I would lose part of the charm. That part was supposed to teach you how to use both part of the arm, not only the lower arm. And Tbh I only test that part about like 6 times or so and on those times it just a bit slippery sometime, I did get kinda stuck but doesn't take more than a few seconds to unstuck for me.
Also that highly narrow cave sections was my best shot at creating a sense of locked/entrapment for the player, which is the limitation of the jam.
Anyway thank you for the detailed feedback! I don't usually play this genre so there's stuff that I'm not sure if it is a skill check or just straight up frustration.
Looking pretty nice and chill. I guess there's no gameplay yet but being stuck with un-interactable npc kinda remind me of a webtoon I'm following which is love thy neighbor. It's a horror/thriller about a guy being stuck in an apartment complex where people behave like npc that follow specified actions everyday and you can't interact with them.
By unpredictable place do u mean the hand just clip through wall? I had to mess with the physics parameter quite a lot like the amount of force, friction, bounciness ... but it still doesn't feel right sometime, and it's pretty hard to debug what went wrong in the physic when thing go flying or just stuck. I don't know how to do make it softer either, with soft body being quite a uncharted territory for me (I tested it a bit before in Godot and it is kinda broken). Also what problem did you have with the control? Maybe it was not unresponsive as it's stuck on wall? I made the hand and body force built up overtime until a max amount, so that could look like it is stuck.
Also I will definitely check out your game.
Man I tried pretty hard on design and making the art for the game to be on theme, was excited to see what people come up for the combination of the theme and limitation, then found that more than half of about 30 games I played just ignore the theme. Only found 2 game that I truly like and gave near full score on which is Wonderland's Madness and In A World Of My Own.
Not sure how I should feel about this. From the visual and sound to the individual parts like combat, minigames, dialogues, ... are very clean and well made. But each part is quite short (around 10 seconds each). They are not very connected to each other, which is not a bad thing but it's feel a bit weird with the mood swing from the sentimental talk to the fast paced combat, to the more chilling minigame or goose race. Also I thought the combat gonna be like undertale but feel like it slowly turn into firepower check.
Overall a great game with quite a lot of content for a week. And maybe it's just me feeling weird on the design since I don't usually play this type of game.









