Thanks for booting up the system and diving into the network. I'm really glad the minimal, workstation-safe interface helped amplify that specific encounter with the hollows rather than distracting from it. I'll definitely be running a trace on your jam entry soon to see what you've built.
EDORG GAMES
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Hi Aleksandar,
thank you for the detailed feedback and for establishing your rules of radical candor. I highly appreciate structured, thoughtful critiques, and I will gladly take a look at your submission in return!
1) The Positives:
Thank you for the kind words regarding the research, the neutral tone, and the generational loop. It means a lot that the uplifting intention of the game resonated with you.
2) The Mechanics:
You touch upon a fascinating design challenge. You are completely right that in real life, failing to regulate isn't about choosing a bad option, but a failure of capacity—lacking the mental clarity or energy in that specific moment.
In this game, that "capacity" is represented by the Battery and Pulse variables. Because you played very efficiently and reached the Flourishing ending, you likely missed the core "fail-state" mechanic: If your Battery drains too low or your Pulse spikes too high, the empathetic options actually lock and become unclickable (greyed out). The game physically removes your ability to "do the right thing," simulating that exact loss of capacity you described. It only feels easy if you manage your resources perfectly!
That being said, I really appreciate your suggestion of using mini-games in future projects to make that internal struggle even more visceral and mechanically complex. It’s a great idea.
3) Language Note:
Thank you for the proofreading! Just as a quick language note in return: while "next door" definitely refers to adjacent houses, in everyday conversational English it is also widely used to mean "the adjacent room" within the same house (short for "the room next door"). But I appreciate the keen eye.
Thanks again for your time, your effort, and the great review.
Thank you so much for the incredibly kind words—and I am bowing right back to you!
Generational coping mechanisms are such a deeply ingrained part of who we are, and my main goal with this project was to shine a light on how these invisible patterns are passed down (and how incredibly hard it is to break them).
To hear that this message landed so precisely and resonated with you is honestly the highest praise I could ask for as a developer. Thank you for playing, and for truly understanding the heart of this game.
Major Achievement: #7 Overall & #2 in Storyline!
I’m incredibly proud to announce the final results for the Scariest Horror Jam. Out of 82 talented entries, "The long Night" secured 7th place overall! Since I poured a lot of effort into the narrative and psychological elements of this game, seeing it rank #2 in the Storyline category is a massive achievement for me as a developer.
I want to send a heartfelt thank you to the judges and everyone in the community who supported this project. Your feedback is the best motivation I could ask for as I look toward my next game.
If you haven't experienced "The long Night" yet, feel free to jump in and see why the story stood out.
Thank you for the honest feedback. The Long Night was actually my very first project, and my main focus at the time was purely on telling the story.
I completely agree with your points regarding the combat and the complexity of the characters. I'm currently considering a rework of the combat system to give it more weight. More importantly, I’m taking these lessons to heart for my next projects to ensure a better balance between narrative depth and engaging gameplay.
Thanks for playing and helping me grow as a developer.
Hi,
thank you so much for this detailed feedback. It’s great to hear that you enjoyed the art style and the time travel story.
You’ve made some excellent points: I’m definitely looking into making the music loops smoother and adding more 'inline' visuals to keep the immersion high. The suggestion about showing the enemy during combat is fantastic and is now on my to-do list for the next update. I'll also do another editing pass on the texts to polish the experience.
Thanks for playing and for helping me make CODE OF AGES better!
I’ve pushed a small update to The Long Night to address an issue with the opening sequence. It came to my attention that the intro video wasn't triggering correctly on several mobile browsers. I have modified the way the intro loads to ensure a smoother experience for everyone playing on their phones.



