just so you know, i added a continue feature in the last patch! it works in the browser so if you accidentally close a tab you should be able to pick it back up.
cryy22
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hey sorry for the delay!! busy week.
i put the soundtrack up on soundcloud for you: https://soundcloud.com/cryy22/sets/gulch-guardians – enjoy! i’m glad you like my music!!
awww thank you so much i’m glad you enjoy it!! sorry that you lost your progress 😅 that’s a great idea, i’m definitely going to add a “resume game” feature at some point (not sure when… it is a lot of work) — but sometimes with the way web browsers work, when you reload the tab all progress will be lost no matter what the game developer does 😞 so i always recommend if you want your data to persist between plays that you should try using the downloaded version just to be safe. thanks again and hopefully i’ll have that resume game feature for you soon!!
this game is so cool! the oppressive atmosphere is really immersing, sound design and vfx interaction really pays off here. the story, and the way it’s told, are very compelling, i’m very invested in finding out what has happened to this world. bio-Synthetica reminds me of the game Lone Survivor in the way it juxtaposes high-fidelity audio with impressionistic pixel art to sort of coax the player into “filling the blanks” by imagining horrific things.
not to say that the combat is bad, but exploration mode is a way more polished experience. combat is fun (and i am a big fan of RPG combat in general), but i do have a hard time imagining how the integrated experience will work without breaking some of the immersion of pure exploration mode. i’d be happy to be proven wrong here!
playing on keyboard, the controls aren’t bad but maybe a little finnicky. in combat, having to press left/right to select enemies that were arranged vertically was a little weird, and i found myself wanting a little more control over documents and audio: specifically, i wanted to page back and forth through documents, and i wanted to be able to stop audio.
i thought the voice acted notes added a lot to the atmosphere, with the exception of the son’s scared voicemail left for his mother which sounded very forced and fake to me (no disrespect intended to the voice actor).
overall this was super fun, extremely well-polished, outstanding atmosphere, interesting combat system. i’m certainly looking forward to a full release~
this game is really interesting! i played about 45 minutes of it.
i love this mash-up of genres. the puzzles are really well-done, with satisfying solutions. they have that great quality of good puzzles where they seem straightforward, and then you realize the challenge, and then once you figure out the solution it seems straightforward again.
the art and music are lovely, they come together to create a mystic dungeon atmosphere and a world i want to explore.
personally i was not a huge fan of the timing puzzles, though that’s more a personal preference than anything else. in particular, once i had completed a room and was moving through it just to get to a different place, having to wait for the right timing was kind of annoying since i had already gotten through the room.
also, sometimes the interactive elements weren’t obvious to me. for instance, after unlocking the sword, i didn’t realize that one had appeared on the level.
overall though, this was a really enjoyable game and i’d like to see more!
JoacoC this game is so hard XDDD!!! i don’t think i’ll be able to give useful feedback because i’m honestly terrible at platformers, especially high-difficulty ones like these!
- i did like the guides, they were a really helpful introduction to the different rules and techniques needed to play the game
- the elements (diamonds) were very clear, i appreciate that in a game like this where one wrong move ruins the run. if you ever decide to add more representational art in the future (like grass or something) i feel like you should keep the color scheme the same since it works really well to convey which things are which.
- this is just personal preference but i always love when games have a tiny bit of context. not a whole story or anything, just a little something for my mind to hold onto so the game isn’t completely abstract (“what is waythed” or “who is this little reverse-gravity eye”?).
- i really liked the classical music! it was a great pairing with a difficultycore platformer, keeps you calm when you miss a jump and you want to tear your hair out XD – it’s also funny, it has kind of a mocking tone, similar to getting over it
hey i enjoyed this a lot! very fun escape room style game. hope we see lots more games like this now that Sherlock is public domain!
the first room was a good level of difficulty to not be boring but also not be too frustrating. there were some moments where i felt the tone shift was pretty jarring (don’t want to spoil or anything but it was surprising that Sherlock didn’t have at least a quip or anything about the thing the level is named after). but that’s also kinda the style of escape room games so that’s cool.
i felt a little sad about getting punished for exploring (since i have to explore everything to beat the game). with the spider in the vent i didn’t mind it because it was funny so it’s worth it for the joke, but i was annoyed when i inspected the clock and the game just goes: “it’s a clock, that’s kinda related to time, you lose time.” (actually if it said that, that would be kinda funny too.)
all the little easter eggs and set pieces and things were really fun! they add a lot of character to the game. even though it took a lot of my time remaining the wheelchair scene was so good!!
the other thing is i feel like the UI could use some work, navigating the UI and inspecting items was tough, it was never clear when i needed to use mouse vs. keyboard. and the clue inspection thing as well, it was a little frustrating seeing the three notes, understanding exactly what i was supposed to do with them, but not being able to because i could only have one note up at a time. (i thought about taking a picture with my phone but it wasn’t nearby and i didn’t feel like getting up!)
overall though this was really fun! i’ve been playing 999 lately so my bar for escape room games is pretty high right now, and i definitely enjoyed this. with a better UI i’d probably buy it on android as well. nice game, thanks for making it~
hey Przemyslaw! figured i’d leave feedback my feedback on your latest build here!
- tried the tutorial and woah, it explained a lot of things that i didn’t understand, so great job! in particular i didn’t realize how many icons were clickable to get more information! i think maybe some kind of effect when hovering over things that are clickable might help make that more obvious to players?
- small feedback point on the tutorial, when it’s time to break a mossy rock and escape the area, the arrow looks like it’s pointing at the rock below the one you’re actually supposed to destroy. i figured it out eventually though!
- i think it would be great if the tutorial includes some information about building in the future, i think that’s the thing i understand the least about. i’ve read the compendium so i mostly understand what the structures are for, but sometimes it’s just nice to see how the game expects you to use certain things, so you can start from there and then make your own plans.
some non-tutorial stuff:
- seeing the area where the new blocks will spawn is a really great idea, that definitely makes it clearer when i’m in trouble!
- not quite sure why but as i’ve been learning more about how the game works i’ve been enjoying it more and more! i think unlocking more spells was part of what has made the game extra fun for me. having the right spell for the right situation feels great, when you can blow up some garbage with lightning in order to keep a combo going :) i would like to have more spells sooner! (but we can’t always get what we want!)
- i’m not sure if this is a balance or maybe a content thing but i felt like between power 10 and 20 i was kind of running out of things to do on the map, maybe that varies depending on randomness?
thanks as always for making this awesome game, Przemyslaw!
i feel really conflicted about this game! i found the controls and the art style honestly pretty off-putting, but it does have a really interesting atmosphere, the environmental storytelling of the various letters around the house was intriguing and i definitely felt myself wondering about what had happened in this house and what was going on.
feels like the art style is intentionally kind of jarring/mismatched and it kinda makes me nostalgic. BUT it’s so jarring that when combined with the other difficult things (like the arrow button controls and not being able to put items down) it makes the game more frustrating than the narrative is enjoyable if that makes sense.
that’s just me though i might be missing the vibe a little bit and maybe this game isn’t for me which is totally fine! either way the storytelling in here is really cool and intriguing! thanks for making this game :)
i love these types of algos, they always surprise me. in particular i was surprised to see how weird the directionality was with full cohesion, full perception range, and zero separation, zero alignment, i fully expected the fish to all just consolidate immediately in the center but they continued to bounce around for quite a while, and kept “momentum” even after all the fish were fully consolidated. groups of fish even broke off from their initial flocks! (i’m guessing that was the result of their “bouncing” behavior off of the bounds of the space.)
thanks for making this, it was interesting!
ooh this was fun and such a cool concept! i can definitely see how you could add more mechanics and different boss fights, maybe even different team compositions and stuff. playing it felt very satisfying, i was almost sad to have beaten it.
i was thinking that having the ghost only take damage from certain abilities was a good way to make the player use all the different characters, it would be even cooler if that behavior was forced mechanically… like maybe the ghost splits into lots of little units and that makes the archer better, maybe the warrior is single-target damage and is better when the ghost is a single unit etc.
anyway i really enjoyed playing this! thank you for making it!
don’t know how it took me so long to try this game, this is exactly my jam and it’s super fun! feels like the first time i played slay the spire. music is awesome too, somehow simultaneously unsettling and funky… much like the scented hole.
only feedback that comes to mind is i kept wondering where the end of the game would be, was there a map or a progress meter somewhere that i missed? fighting a boss on floor 20 and then getting scripted deathed on floor 25 was pretty surprising (not a bad thing necessarily).
gonna try again soon!
this is really fun! i’m terrible at auto-chess so i wasn’t able to get past the first boss even after three tries… but i still had fun!
the art and characters are really well done especially, and the tutorial was really well done, short but informative. (having just implemented a tutorial i’m very impressed by this one). also is there no audio yet? i played on mac and didn’t hear any audio. maybe i should try out the windows build? also the map screen and the transition are really nice.
for feedback, i think that having a clearer visual effect for when the “hero” units get their ults would be nice, i found myself missing the effect and then thinking to myself “oh no, how long have they had their ult…” also i may have missed this, but it wasn’t clear to me how much damage the units did relative to each other, i would like to know that the unnamed do, for example, 5dps and the mage does 15dps or something like that.
also i really liked the direction mechanic. it made me think more about the structure of the map and where to focus my fire. i did think the RNG on the direction bonuses felt really brutal sometimes. getting an unnamed who has -15% damage in every direction except left is just too sad!
i really liked Souls Tree and i want to play more! thanks for making it!


