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Eisenkark

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A member registered Feb 12, 2024 · View creator page →

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That's a good idea, so good that I've just added that to the game!

That was amazing! The game is simple yet intuitive, the hand is really really well done and I like the frantic feeling of scratching away at the layers. The images underneath were pretty cool too. I started to feel overwhelmed by the eyes and static which I feel was really good design since it heightened the mood. I still won but it I had to start scratching even faster which added to the experience. Really good and unique work!

This was pretty good, I really liked the puzzles and I thought the checkerboard one with the nails and can was really clever. It was cool how things revealed themselves over time as you went through each room.

This was pretty funny, I also really liked the animation. I can tell y'all put in a lot of work! I would however, add a checkpoint or something so whenever you die you don't have to watch every cutscene over again.
Glad that y'all were able to get this back from being marked as a virus, I'm glad I could be horrified by the island.

That was really really amazing! Even for being so short you really nailed the comedy and digging. I liked that you encouraged exploration through a second digging upgrade. The visual design was unique and I felt it worked really well with the game and the audio was good too! I liked the little puzzle with the pulley even though it took me quite a while to notice it.

I think the torches were cool but they could have a little indicator or something to notice them from afar, maybe a burning coal? I also think it might be good to have them stay lit since I ended up accidentally backtracking a lot because they burnt out.

This was fantastic! The level design and visuals were incredible! I love when levels feel real rather than just game levels. I think with as much atmosphere as you put into the game it's really incredible! The audio design is also a super highlight, I was pretty amazed at how complex and understandable the sound was, like when an enemy spots you, or when you're at low health and Renfield starts to breathe heavier and heavier. Y'all understand how sound design is supposed to be done, where it teaches you a bunch about what's going on in game.
Y'all also packed a ton in gameplay-wise. I was pretty amazed with the level of detail and quality that y'all had 3 levels filled with fanciness. I especially liked the last level, the design of it was amazing and really made you feel the finality of the game. The music also helped a bunch, a pretty grand sound track to go with the game helped it feel complete.

I think the game is really good and the mechanic of getting blood is great, it forces the player to stealthily kill enemies first then suck up their blood as they go through. The use of the gun can either headshot the enemies in an instant which feels really good, or body shot them to get them to attack and bring them closer. The knife as a close quarters combat tool for striking an unaware opponent coming around the corner was really cool and helped me stay good on ammo. I liked that there were multiple ways to fire the gun. The AI for your enemies was also amazing, I don't know if you were working off previous code or not but you nailed it! I also loved the enemy design, having templar knights with guns is really funny and really cool. I also loved the siren light fellows, the cages with the skeletons on their backs was also a pretty cool design.
I think these aspects were amazing, I do have a few criticisms though.

I think especially in the last level there's a tough conflict between whether the game wants you to stealth snipe from afar or come in closer to battle the enemies. I think the blood mechanic is already a great way to get the player to move forward so it was a little bit of a surprise to me when I'd lock onto enemies and fire only to miss because my gun recoiled. I can understand why this is since it encourages the player to interact with the enemies closer rather than cower at the top of the stairs but it felt a little tough when I'd fire a bunch in semi mode only to miss more than if I did automatic.
Getting in close with enemies is also a tough thing, it makes sense that you want the player to be shooting from afar since it would just turn into a hack and slash but the knife is a little rough with how easy it is to miss. It seems the hitbox follows the knife animation perfectly which is a good thing, but the hitbox is so small that even when trying to stealth kill someone from behind I might miss, or when I get ready to shank someone coming around the corner it feels like my plan backfired completely when they dodge just a little. The dodging part around the corners could be the excellent AI tho, so if it is disregard that statement because them dodging is a good thing.
I think running is a little too punishing as of now, the game wants you to go through and run to collect blood but running disables pretty much every option you have. I understand not wanted to allow goofy strafe running, but it could be cool instead to have a side step dodge while running. This keeps the momentum of moving fast without screwing up the running forward idea, it also allows the player to move forward and dodge easily behind a wall while coming up to the shooting knights. I understand why the gun is disabled during running but I think the knife should still have some sort of interaction with running, even if it's something as simple as a shank forward that has a longer cool down it keeps better momentum and the player doesn't need to slow down just to try and stab the enemy. I also don't think it would conflict too much with the gunplay and stealth, I think if a running shank had a longer cooldown it would encourage players to stealthily take out enemies before leaving one last enemy alive to strike. Something else about the running is I was also a little caught off guard cause I tend to hold shift a lot out of habit and when I pressed back I started running forward. You could also do something with this like a back dash to get into cover fast.

This might be a bit of a bug but sometimes after running, I tried to use the scope on the gun and it wouldn't register since I clicked right click during the animation. I think this could be fixed by a simple timer check after pressing right click. This is forgivable tho since in a lot of my games I sometimes don't account for the player making their next action while they're still in a different move.

I think overall this was a fantastic entry! I think I was able to write so much because there's so much cool stuff that you all have in your game. This was amazing to see for a game jam because it's pretty much a whole game, all there is to do now is add a little polish to what is pretty much already completely polished. I loved the theming too, encountering Dracula at the end was super cool and he probably enjoyed munching on my blood and the blood gained from the previous dead knights.

I really liked the retirement home, and the walking animation was especially good! There's something so interesting about growing old, I think you perfectly captured it through the necessity of a walker, the senile other old folks, and the inability to read due to a blurry vision. I'll admit I wasn't able to make it to the end but I tried multiple times, each time finding something new and cool. I thought the dark rooms to evade the security caretakers was really cool. The general aesthetic and the sound design were very good. I also noticed the different rooms, like the staff room where a caretaker came out of it.

I think it could be nice to have a small sprint, it doesn't have to be crazy since you're playing as a really old person but just a short burst that could make it easier to evade the caretakers and escape into darkness.

Seemed pretty interesting, I loved the TTS voices. Could be cool to give the player a little more time to understand what they're doing and have the buttons have more purpose. As of now it seems like it's just about alternating between pressing each button.

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Thank you so much! I'm very glad you liked it, even if combat in these types of games can be a little wacky. I plan on going back and fixing combat a little but I might focus more on improving stealth. It's funny, I tried the dithering style for my first ever game jam but I did the art way too big so when I scaled it down the dithering looked terrible, I'm glad I tried it again though cause the dithering is a cool way to shade stuff.
I'm glad you caught the eye names, if you check the incubator there are a ton of other punny names.
Thanks for all the compliments, I'm gonna go back and fix the game up since some of the stuff can be a bit buggy first, but I also want to try adding more to the story later on.

This was really cool, I liked the digging mechanic and saving the animals was nice! I thought it was a cute game and then hearing of the various animals' tragedies was super sad and hit hard. I really liked how saving an animal added speed to the water gun, it made it very rewarding for finding them.

I wasn't really sure what the yellow and purple dot blocks were for, they seemed interesting but they might've just been landmarks. It could be interesting to have different block types and environments for each animal, maybe an upgrade for the water gun to break through stronger blocks or some levitation upgrade.

The art was really amazing! I liked the background music, it was chill. I'm not sure if this was intentional but the cutscenes of the cheery bar to the characters being dead was kinda funny just out of the sheer contrast between the scenes. Progression felt good and I thought it was really cool how you all used the foreground to show ladders.

Some sound effects may need to be lowered in volume just a bit, things like the pickaxe's sound are a little loud as of now.

I got both endings! I liked how you could get a better pickaxe through digging down, being able to break all types of blocks was rewarding for having to traverse downwards. I was also impressed with how you handled mining without a mouse, at first I thought it would be weird without a mouse but you handled the issue in a smart understandable way through using the up and down arrow keys.

Haha, I get that, it is a bit of a shock that's definitely not for everyone. Hopefully you still thought the lighting and art was cool.

Really cool! I loved the simple yet charming design a lot, and the sounds matched the visuals very well. Even though the game is simple it really shines through, it reminds me of an old arcade game and it's really easy to understand.

It can be a little hard at times and you can get unlucky generation so unfortunately I wasn't able to finish it but I still loved it!

That was really really awesome! I loved the different types of monsters and how they played off each other, like how quicksand you needed to run over but the worm senses you running. I also liked how the flashlight was just a flash instead of being either constantly on or off. My favorite monster was the super bright and hot light monster. That one made sense right off the bat and I had a fun time dodging behind the pillars while running over the quick sand.
The quicksand was also pretty cool programmatically, I was surprised to see it create a hole beneath the player.

I think the environments are cool, I liked the yellow and magenta circles that would be made that would create holes in the platforms. The vibrant style is also pretty nice. I think if you built off of some of the ideas this could be pretty cool!

The evil ass horse of death and destruction.

This was super polished! I liked that you went for polish instead of trying to cram a bunch of things that didn't work in, I think it paid off since everything in the game felt amazing. Digging the graves was super cool, I loved the detail in doing so since each one got creepier and creepier. The sound design was really good, and I loved the visuals. I think it was a good spooky choice to choose to make things lit up but the sky black, it gives an eerie feeling to it rather than everything being completely dark. I'd love to see where this goes after the jam since Act 1 was so good.

I liked the need to have to worry whether or not your drill was going to break. That led into cool resource management to try and think about if the path you're going to take to the transmitter would break your bit or not.
I think it could be cool to have certain tiles do different things with your drill, like softer materials or ones that are guaranteed to have items.

I really liked the sound design, I liked the song and thought it slowing down more and more was cool and foreboding. I liked the different types of things to dodge and the visuals for them were cool. I thought the ending with the watcher letting me off with a warning was funny considering how many others had died to the mountain.

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I liked the visual design, the strange aspect ratio actually heightens the look and makes it seem spookier. I liked the visuals of the win and game over screen. The droning sound in the background is pretty good.

The game as of now is a little simple so it'd be cool to see where you go from here, maybe there can be different colored lights or modes for the light that keep off different monsters that go for your sanity.

I loved the art, the little cat was cute. I think your use of atmosphere in the house is cool, how everything gets covered in moss later on and how light plays a crucial part in your sanity. I like that there's no flashlight, I think in this game it's good that it's just normally dark since it gets the player to want to naturally move out of the dark into the light. I think you could do something cool with alternate routes and flickering lights, maybe an alternate path is shorter but has a flickering light that drains sanity when it flickers off.

This was really cool! I loved the mechanics of the slime and it felt cool with trying to rack up as many kills as possible. The layout of the map was also really well done, the boards across the railings leading up to jumps was the perfect visual aid to know where to go and when to jump. The visual style was really well done too, the objects around the building made it seem lively with a reason for people being there, especially the little closed off rooms within the glass parts. The use of a fire extinguisher to fight back was cool too.

Thank you so much! I should probably have kept the scope smaller, but two week jams always trick me into thinking I can do a bunch more time. If I was a wiser man I probably would've fixed up fighting and doors instead of doing water since water was one of the last things I did but at least it wasn't too janky.

Obligatory response: doors and fighting will be fixed, lol.

I'm not sure what I'd want to do to expand it as of now but hopefully something will come to me in the future with why the corpses are moving all of a sudden.

Thanks for playing! I'm glad you felt progression was nice and that I have a good base to build from! I'm glad the world felt immersive, I was pretty proud of the water animations so I'm happy you picked up on that! Thanks as well for your comments on the art style, I tried this art style for my first ever game jam and it totally flopped but I figured I'd try it again and this time I actually had great success!

On the itch.io page I probably should have wrote this a while ago, but you are correct in how the theme is used!
Erosion  was used as the main motive for why the eye-people have to get new suits. The diminishment of the suits can act as a diminishment of the body and of material. Without the bodies eroding, Eileen wouldn't need Ryan to go down and get the new suit ready, and Ryan wouldn't need to go out into the sewers. This materialistic way of treating humans led into my diversifiers.
I chose two diversifiers: treasure hunting and digging deep. Treasure hunting is used through the objective, the treasures are suits. The importance of them are stated in scene 1. While they are not typical treasures like gold or silver, to the eye-people they might as well be. In scene 3 Ryan goes hunting for a new suit, he doesn't know if it's a guaranteed thing so he has to search and explore the sewers leading into the second diversifier. Digging deep is used in the sense of going deep into the sewers to find a body, even though there's no dirt to dig it's still technically going deeper underground to get something.

The combat was pretty unresponsive, I plan on fixing that soon after the jam ends so it feels better. I plan on having particles on the walking corpses when hit and a proper sound for the axe when it connects with things. Doors are unnecessarily complex but I wanted to try something new and cool, they just need a bit more tweaking to feel good.

Thank you so much, I'm very glad you found the world immersive and story interesting! I've been meaning to play your game since I found out about it but have been caught up with going through the ones with little votes.
I found it super cool that we both focused a lot on eyes, it's eye-tastic!

Thanks for reminding me about the door feedback, I plan on adding more feedback in general but you reminded me that I originally planned on having door stuck sounds if you try to push a pull door or pull a push door.

That was super cool! I really liked the concept and the puzzles felt understandable, I was able to figure out the robot puzzle pretty easily and the lighter was useful in figuring out the syringe puzzle.
I think I completed the last puzzle of matching pulls to the beat but it was a bit hard to tell.
Overall, you created an awesome game that I'd be willing to play more if it ever gets updated!
I also found it pretty funny that both our games focused heavy on eyes, it made me want to play this even more!

That was super cool! I really liked the concept and the puzzles felt understandable, I was able to figure out the robot puzzle pretty easily and the lighter was useful in figuring out the syringe puzzle.
I think I completed the last puzzle of matching pulls to the beat but it was a bit hard to tell.
Overall, you created an awesome game that I'd be willing to play more if it ever gets updated!
I also found it pretty funny that both our games focused heavy on eyes, it made me want to play this even more!

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Thank you so much for going out of your way to try the Windows build when the WebGL version crashed, it means a lot to me. And thanks for replying, even though it might not be the issue it makes it way easier on me when checking crashes and bugs.

Thank you for the compliments and criticism! I'm glad you liked the water, and the door physics (even if they're a bit janky as of now). Thank you as well for checking out the sewers and going through the tedious process of accessing it through the scene menu, I'm sorry that the game crashed in scene 2 but I'm thankful you let me know about it. I'm also glad you feel the horror and humor worked out well!

After the jam has ended I'll be going back and smoothing things up like hitting something with the axe, I didn't consider the eye beam feedback but now that you've mentioned it I'll be going back and fixing that up as well.
That crash should also be taken care of by the time I can update it. The crash happens when a table or object that the corpse knows about is destroyed. I assumed my code for it would've worked but testing it in the debugger didn't allow me to realize that I couldn't use the objects as keys in a dictionary since they become "PREVIOUSLY_FREED" instead of stuff like "table".

You mentioned how you encountered that crash in the WebGL version, did you try the Windows version and it didn't crash? When I was testing the game after hearing about the crash I noticed both versions crashing but I want to know your deeper experience with it.

Thank you so much, you're super kind! I'm very glad that you feel I did good with the art and plot. I was pretty excited to see how people would respond with being forced to do what Eileen asked, I'm glad it made an impact! I'm also glad you liked the ending of the last scene, I plan on going back after the game jam and adding a drawn cutscene with Ryan getting on his new suit so hopefully it ends even better.

Thanks! I tried to make something interesting and I felt like there weren't going to be a lot of 2D games, plus I've never made a 3D game before so I was kinda stuck in 2D. Glad you liked the art and humor!

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That was INCREDIBLE!! The animations were topnotch and I liked how I could see my body if I looked down. The lack of the ability to run made things tense later on.
I initially found the forest confusing and mazelike but as I played and especially when the pressure was on I was able to navigate it with ease through being tasked earlier with getting the wood and returning the rose to the grave. I think these tasks early on created the perfect tutorial environment to get familiar with the land before the evil guys showed up.
I haven't felt much on edge or very spooked throughout playing the previous games but that changed when I played this one. I think your use of environment and sound design helped paint the landscape but I really got spooked as I had to battle the evil guys the first couple times. I was especially on edge when I had to crawl back to the cache spot after breaking out of the coffin. I thought that was amazing cause at first I thought I would've died in the coffin, but getting to go back and having to fight off the guys made it much scarier of an experience.
I think the climax against the five guys was amazing! The environment being red tinted with a black sky adding to the incredible environment and made for a great contrast from the earlier white tint.

I also found the dance in the mirror really funny.

I would be appalled if you don't take first place or are at least a runner up on the podium for this game jam, seriously, amazing work!

The weeping angel was really cool, I didn't expect it to actually track if I was looking at it through a wall or not. The atmosphere was really cool and I liked the dark red hue on things rather than it just being black, it made it much cooler.  The music was also really nice. The option to say "nah" and just close the game immediately was pretty funny too.

This was really, really cool! I loved the atmosphere, you really nailed it and made it truly eerie. I was on the edge of my seat the whole time! The mechanics were really good and you put a lot of thought into each part of the drill. The use of the lights to convey what needed to be done was really smart and added an in-game feel for the instructions on what to do.

Thank you so much! I didn’t want to animate a whole bunch but I still wanted there to be movement so I had to cobble something together but it seems it still worked out well. I’m very glad you felt the mix of humor and horror went well, I was planning on having humor be incorporated more in game through enemies tripping on things like the tables, but I’ll have to see after the jam if that’d still be a good idea.

The axe does feel wacky as of now but that’ll be fixed soon, however the humans’ pathfinding will take a bit more time. I think the humans’ are getting too focused on where they felt vibrations the strongest rather than which vibrations were closest so that’s why they’ll sometimes continue to run into a wall.

For your first game this is pretty amazing! I really liked the talking sounds of the guy and the visuals were goofy but in a way that boosted the style of the game. I thought the dialogue was pretty funny since the guy was being introspective and deep which contrasted with how he spoke. The gun jamming and him switching to a knife was also humorous. Everything worked great as well, I didn't notice any bugs. Great job all in all!

The visuals were great, the house in particular was beautiful and the mountain too. I liked the switch in gameplay when having to crawl through the cave and climb up the rope.

Hitting the cave wall was a bit tedious, I think it could have a little more to it like crawling and climbing do, since hitting the wall is just about pressing E. Maybe add some cracks or some sign of progress with hitting the wall, since at one point I wasn't sure if dialogue would be advanced naturally or through me hitting the wall.

The art style was super funny. I think having the swords just stab continuously was a cool choice since it made things simple and understandable. I think it could be cool to have different weapons with different auto attack patterns.