Thanks for giving it a shot! You are James Wick, ignore the mean results screen!
Denny'sGuy
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Unfortunately, I was only able to play the web build, so I did experience a ton of weird bugs with the physics engine :/
but what I played was pretty interesting. The aesthetic was definitely the best part of the game and things got a bit creepy when night time rolled around. The main menu definitely had me thinking it was a believable airbnb website. The fact that there is multiple houses you can rent is a pretty cool touch. I thought this was a lot to accomplish for a week, but I did see how big of a team worked on this game. That doesn't take away from the product, but it made things make more sense production wise. Kind of wish there was a way to defend myself, I was running around looking for a gun before I realized that there wasn't one and I had to basically run around to survive.
Great job overall!
the grenade is just there as a panic button. If you're comfortable with fps games, you probably won't have to use it. I did received many anecdotes of people using them.. What I and others on the team have found difficult is not using them during a pistol only run (you will get 50k extra points if you never fire off the rifle).
Thanks for playing!
Yes, the boss battle was supposed to be that way as it was part of the twist for the ending.
And I agree that this system has potential for a lot more that can be done with it, I was even thinking to myself how I don't want it to fade out in the long run. We currently have no plans on expanding on this game outside of some minor additions, but perhaps we'll come back to it - if not using this system in another game.
Glad you enjoyed it and thanks for posting your score!
There was some value to this as a time killer at work. Some of the incremental satisfaction is there, but not enough. Visual feedback could be better. Having no animations for the enemies does hurt the visual appeal, and they are pretty boring overall to interact with.
This game has sort of a "theoretically" good foundation, but, for me to keep playing, needs a bit more to it. The fact that you didn't capitalize on mech customization in a mech game, honestly, feels pretty lazy.. like at least give me different weapons to play with.
HP upgrade didn't matter at all as the enemies, even bosses, didn't ever make me feel like I was going to die at any point.
This game is as basic as it gets for incremental games - it's clear that you're trying to capitalize on a current format of incremental, and in a sea of an oversaturated genre.. I wouldn't go any further with this unless you had some new ideas to add to the genre.
If this was your first game or one of your first, it's not bad.. but as I did come to this from a dev log about how you're putting this on other platforms, I wouldn't if this is as far as the game goes.
I got through the demo and actually surprised by how it hooked me. The psychological hooks are all there. Electric asteroids were super satisfying to set off. I thought toxic asteroids were okay - but kind of fell short for being a successor to electric asteroid.
I got massive frame drops towards the end, though I'm not on a very powerful PC at the moment, I'd think it should still handle a simple looking 2D game like this fairly easily -so it looks like some optimizations need to be made.
The pacing for this demo was great, I think a count up timer would have been a nice touch so I could have a visual on my clear time, but if I could nit pick something, the tension for purchasing upgrades could be increased a teeny bit more for the full version.
I felt spoiled being able to upgrade nearly after every round. Perhaps you're attempting to alleviate on some of the grinding issue - but I think a little more grind wouldn't hurt and it would allow for a little bit more longevity. Essentially, I want to feel like I'm earning upgrades, not having them handed to me. There is definitely a balance to be struck there.
Overall, visually, I think this needs to stand out more if it wants to compete with big names, but under the hood, I think there is a solid incremental game that I'd be willing to pay a few bucks for.
difficulty is scaled back to allow for people of different skill levels to enjoy - there even seems to be people who still can't make it to the end. If you want more of a challenge - I would like to suggest trying to top the current high score of 486k. There is more depth to the game than just getting to the ending - for those who enjoy score chasing.
I really liked the aesthetic and as a fellow musician, I enjoyed the incorporation of music.. There were just too many hiccups in the game play for me that it was hard to really figure out how to play the game or what the goal really was.
You say to start with the 'F' note which is the ghost that doesn't growl (makes that low beep-ish noise I'm guessing), but things never seemed to progress - only when I'd start clicking arbitrarily. I also didn't like the fact that I'm trying to keep ghosts from hitting the mansion while trying to figure out the order of the ghosts to kill. I'm just constantly refreshing my browser to figure out a different pattern to click.
Also, in your instructions when you're explaining things - I would advise not to speak in riddles. I understand what you were trying to do aesthetically speaking, but having to decrypt your instructions is making it a bit tough to understand things than I think it needs to. I just want to play the game, get the fullest experience, and move on to the next game.
I tried to play this game, and I even thought having to go to the comments to try to piece things together was fun, but it never really amounted to anything. There's a 'Rewind' button - which is either bugged or the purpose of it isn't very clear to me. I assumed that it was to restart the game, but the enemies didn't reset or respawn. At some point I was just sitting there staring at a screen with no activity. I would also suggest putting the rewind button not in the upper left corner, but somewhere where it's less easy to mistake for a close window button.
Overall, I liked the style and the spooky-ness, but I think this game could be an enjoyable experience had the directions been clearer.
The graphics are nice, but I feel like there are some missed opportunities here. I was hoping to get a cool, addictive mining experience with some horror aspects, but what I got was something that I didn't really fully understand.
We are told to grab a pick axe - but we don't even really use it the majority of the time (and I never really found the opportunity to use it while I was playing). When I ran into the dead miner guys, I thought "oh well this is what the pick axe can be used for", but then it turned out that I couldn't fight off the dead miners and had to resort to running away from them.
I did not think the light effect worked well as a mechanic - where the miners would be entirely disappear when the light was pulled off from them. The dead miners kept accumulating and it felt a bit unfair because at some point I was overwhelmed by them - and didn't even really know it. During my run, I never got to see what the point of the pick axe was as I ended up giving up which kind of bummed me out.
I'd like to see this idea expanded upon and maybe fleshed out a little better!
This game gave me 'meta' game vibes, and I thought the concept and aesthetic were cool. Counting sheep was oddly satisfying, and I was always wondering what photo would pop up next as they were definitely unnerving.
However, my main gripe was that I think the game droned on for longer than I felt it should have - and nothing particularly interesting happened during my play time, though the bits of lore I got was interesting. I did not finish the game - I got to about round 8 - and at this point the same pictures were cycling over and over again, the eerie vibe wore off, and I decided I had enough. Nice work though, would like to see the story streamlined a bit better as what is there is interesting.
I think this game has a good idea at its core, but there are some things that I think can be tuned better that can alleviate some unwarranted frustration - especially in a game jam context.
I think what was frustrating was mostly dodging the tomb stones; however, I would have been more accepting of it if I didn't have to collect every single pumpkin. I think there could have been a cool 'work towards' factor that would have made me want to replay the game over and over. Rather than making the player collect all pumpkins - they can collect as many possible during a run - and then replay to perfect their collection capabilities. Also, a scoring aspect would have been nice too.
Nice job overall!
Seems like the issue with the dog guys, as you put, is that they seem to sometimes revert back to attack state if you kill them while they've reached attack mode.. I'm not sure why that is the issue, but is something i'll look into later.
Thanks for playing! I've thought about putting in light gun controls as soon as I have one to test with.
a fun little shooter. I really liked the spoopy vibe the graphics and music presented. I thought that there could have been a little more differentiation with the humans and the zombies, but once I figured it out it was fine. I think it would have also been nice to see the timer on screen of how long the run is. I ended up saving 20 humans in my second run.
Nice! Forget Halloween, it's already time for Christmas.
a little janky, but I was entertained.. would have been nice to see my ammunition.. also the enemies being able to shoot through the cover was a little saddening. I was able to get through it in 2 tries. My entry is also in the realm of 'Rail shooter' fps , but yours is an actual on rails ride.
The art style is what really shines here, and there is definitely a good amount of polish. The game was a good time, but, I found myself yearning for a little more depth. I understand that there is only a week to make the game and, I believe, you're just a one person team - so I do commend your ability to scope in a short amount of time, most people struggle to handle these things. For what it is, good job. It reminded me of a simpler version of the sushi restaurant sections from Dave the Diver.
However, with that in mind, I think the brewing mechanic had some potential to be expanded upon a little more and felt a little let down by it. I think the game could have benefited more from one more step - which logically speaking would be the introduction of 3 dishes - except, a more novel way to handle 3 dishes (or more) would be to introduce unique dishes - rather dishes displaying ingredients stacked on top of each other. Definitely more work that probably isn't within the scope of the jam, but it would be cool to see added in the future.
Also, where I found difficulty wasn't necessarily where I wanted it to be - which was primarily recognizing and being forced to remember what ingredients were needed for the customer. I would have to remind myself what the customer needed by running back to the counter to look at the graphic - it broke the flow for me and made things feel a little more tedious than it needed to be. I would have appreciated a graphic on the HUD that I could see at all times - and would have rather have the stress focused more on rushing to get dishes to the customer.
Great work overall!
The art style is what really shines here, and there is definitely a good amount of polish. The game was a good time, but, I found myself yearning for a little more depth. I understand that there is only a week to make the game and, I believe, you're just a one person team - so I do commend your ability to scope in a short amount of time, most people struggle to handle these things. For what it is, good job. It reminded me of a simpler version of the sushi restaurant sections from Dave the Diver.
However, with that in mind, I think the brewing mechanic had some potential to be expanded upon a little more and felt a little let down by it. I think the game could have benefited more from one more step - which logically speaking would be the introduction of 3 dishes - except, a more novel way to handle 3 dishes (or more) would be to introduce unique dishes - rather dishes displaying ingredients stacked on top of each other. Definitely more work that probably isn't within the scope of the jam, but it would be cool to see added in the future.
Also, where I found difficulty wasn't necessarily where I wanted it to be - which was primarily recognizing and being forced to remember what ingredients were needed for the customer. I would have to remind myself what the customer needed by running back to the counter to look at the graphic - it broke the flow for me and made things feel a little more tedious than it needed to be. I would have appreciated a graphic on the HUD that I could see at all times - and would have rather have the stress focused more on rushing to get dishes to the customer.
Great work overall!
A vampire survivors like with a little twist. I liked how you got a leader board in. Something that I wanted to do with my game, but I didn't have the time to spare and I have no experience with any leader board plugins - so it will be something done after the jam.
Any ways, the game was fun although a little bare bones, I liked the randomizer crate - I didn't try every weapon, but it was a nice touch. There are a lot of things missing here - that could improve the game a lot. For one, there are a lot of visuals missing - ammunition count being a big thing. Not being able to keep track of my ammo hurt the feel a lot as I would just shoot until eventually I hit a clicking sound.
Also, as the game seems to be about just how long you survive the game is in dire need of a count up timer.. I want to see how long I survive as I want to feel like I'm moving towards something meaningful - even if nothing physically in game progresses.
I didn't play for too long because it didn't feel like it was progressing towards anything - I only ever saw one maybe 2 enemies.. I also didn't have a motivation to move from campfire to campfire. I think something like campfires that could only light once then extinguish would be great as it would force me to keep moving on to find another campfire.
One last thing, I ran into a weird bug where my score wouldn't increment, it might have been when I died during a run. It went to 0 and the next run, my score didn't increment. I had to refresh the browser to get it to work again.
Nice job!
Hi!
I would have loved for there to be more enemies, but for a week long jam, we'd figure we'd focus on delivering a focused polished product. I think the short length of the game somewhat offsets the small amount of enemies, but I agree that it would have definitely been cool to have one or two more.
Glad you had an overall great experience! Thanks for playing!
I definitely understand the boss battle feeling anti-climactic and we were anticipating that some might find it to be a bit of a let down. We intended for the boss battle to feel anti-climactic as part of the twist (humans die fairly quickly in reality).. whether it was a pay off worthwhile or not might be a little controversial.
Anyway, I'm glad you enjoyed it! Thanks for playing







