thank you so much! High praise! :-O
elZach
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I think this needs a bit of world building. Like a news ticker, or twitter threads where people are flipping out about the stonks. Or ceos promising that their company will make a fortune etc.
Aaand I think it would be cool if stocks could actually terminate and be taken of the market. Right now it's too easy to just buy low and wait to sell high, because everything is guaranteed to eventually hit it up again.
As neither a gambler nor a stock trader I appreciate the opportunity to partake!
I like the concept, but the balance is out of wack. I had enough defense that I didnt take a single point of damage.
Buut I think the game in general could benefit from a couple of extra interactions. Thinking about tamagochi, you could for example add a hunger meter and maybe tie the stat increases to different foods - so training wouldn't be the only thing you do.
really polished entry. The transitions from scene to scene look really good - and the little camera sway adds a lot.
I like the traversal between scenes, but getting random stuff from the piles and offering them didn't really click with me.
Am I playing into the devils tricks? How is going outside and digging corpses out of the snow gonna keep me warm? x)
yoo! Nice arcadey arena shooter, that turns into a bullet hell at one point.
The high move speed really separates it from a lot of other games in this genre.
But goddamn, all I want for christmas is the ability to hold the mouse button down to shoot instead of having to click spam - because that's really annoying. :(
very cute game.
Honestly when I understood the premise I noticed a bit of anxiety rising with how much of a toxic pit the internet is lately - but just highlighting positive interactions was very nice.
Sad for the hedgehog though - I don't think we could've done anything about him - or if so I missed it.
Lots of dialogue and art - very nicely made. Kudos.
Beautiful idea. I got very motion sick though.
The perspective and art style are really stand out, if anything I would try to increase the contrast a bit between walkable platforms and background details - it's pretty difficult to make out the difference, which led to some confusion in the beginning because I didn't even anticipate there being a jump.
The general gameplay puzzle feels a bit tedious though - I don't know if there's a clear strategy I could've kept in my head to map out which urn is connected to which other urn.
Stellar entry. Very creative imo.
well, the best thing about it was the rhyming dialogue for me - while I don't frown upon AI use, still can't really weight it as positive as I wanted too.
Also the chromatic aberration puts some real strain on the eyes for reading some of the texts - not a huge fan of that.
Otherwise, great music and art. I also like the papers please like game play. Especially stamping approval/ disapproval has a nice weighty feeling to it.
cool game!
Awesome mood. All the assets and the writing come well together.
However visually it still needs some UX improvements. Especially the ui items have too little contrast, so the 1bit filter swallows them completely. Readability is also impacted by this. Not as much on the cards them selves, but especially on the end screen - I can't make out a single word.
I really like the setting, and also like decision games like reigns - however with this kind of game you can really feel that it's tough to pull off the scope during a game jam. You essentially hit repeats very early and it's not especially motivating to start consecutive runs, as it doesn't really feel like you are building towards a emergent story/personality.
I think you might've gotten something truly great if you had abandoned the random aspect and instead hand crafted an order of events. I think you would've gotten a lot mileage out of crafting a scenario even without introducing any new events.
Yo! Beautiful presentation.
The game feels very well rounded.
Interesting concept creating a one-button game as well. I wish there was just a little more to it. Maybe not even gameplay, but maybe some narrative - even just walking your self from encounter to encounter seeing a bit of "the world" would've really elevated this to the next level for me.
Great combination of visuals and sounds! I dig the vibe.
amazing mood!
I really enjoyed the visuals and the sound design.
The game also really succeeds in building up a mystery, where you've no real idea of time and place but just a eerie feeling of being out of place.
The game is obviously very light on interaction and could've benefitted from some more moments like the whispers and the windows opening. Just a little more escalation before the ascension at the end.
Also a bit sad that you missed the pure 1 bit, by not choosing a pixel font and introducing anti aliasing at the most unnecessary place. ^^°
However more impressive than anything I find how many people have worked on this game. It's a real challenge getting this many people to work together cohesively, managing differences in opinion etc. Huge hats off!
Yes, I would echo the sentiment that it was really hard to make out if any of the choices actually impacted anything.
However the mood and especially the music are stellar.
I liked the premise of the snowy village torn between their rites and a ruley king they have to obey.
I tried to make the decision I would've actually made in that scenario and in the end my village survived the winter. However I ended up with a lot of these middle-of-the-road decisions - which was great for roleplaying, but maybe as a game it would've been more interesting to force the player to do go one way or the other.
Nice entry!
I like the aesthetic.
The dehumanizing nature of shoving the clipboard over peoples faces also was pretty impactful.
In concept this is pretty close to papers, please - however contrary to papers border patrol agent, it's pretty much impossible to relate to the job agent here. I think it would be nice to emphasize a little from their perspective as well.
interesting world generation. Definitely very ambitious to pull off during a jam.
I'm gonna be honest - the graph selection at the beginning made no sense for me whatsoever. I could neither discern if the selected points had an impact on the length or the amount of enemies or what. Or why it was a graph to being with (?)
I felt the jumping and moving part would've needed some tuning - it feels like a pretty bare bones first implementation.
Unfortunately the first generation I encountered also had a jump with a very low ceiling right at the start and I had to do the first jump over and over until i could squeeze through a one block gap.
In general I haven't encountered a single unbeatable level - which is a great achievement! Kudos.
nice simple action platformer.
I definitely had trouble with the selected colors (probably because of a red weakness) but cranking up the monitors brightness to max helped me see - I still would recommend increase the brightness contrast between the colors - it should make it look better and more easily discernable.
I think the jumping felt fine, but attacking was very sluggish for a game that I wanted to play fast and basically never stop moving.
These small one-room puzzles were a great idea! I could see this being very cool if there was a time based leaderboard per room or sth.
Music was crazy good if it was made during the jam.
Nice graphics. Especially the portraits have a lot of character.
The control scheme is weird. I probably would've preferred to either select and interact with the mouse, or with the arrow keys and e.
Mouse hover and then keyboard input was very unfamiliar.
Unfortunately I didnt get very far as I was stuck when speaking with the dad in the kitchen.
```index.js:485 ERROR: Node not found: "" (relative to "/root/inside/masc/DialogueSystem"). onPrintError @ index.js:485 index.js:485 at: get_node (scene/main/node.cpp:1908) onPrintError @ index.js:485 index.js:485 GDScript backtrace (most recent call first): onPrintError @ index.js:485 index.js:485 [0] _choice_resource (res://dialogue/dialogue_system.gd:106) onPrintError @ index.js:485 index.js:485 [1] _process (res://dialogue/dialogue_system.gd:55) onPrintError @ index.js:485 index.js:485 ERROR: Cannot connect to 'pressed' to callable 'null::pass': the callable object is null. onPrintError @ index.js:485 index.js:485 at: connect (core/object/object.cpp:1503) onPrintError @ index.js:485 index.js:485 GDScript backtrace (most recent call first): onPrintError @ index.js:485 index.js:485 [0] _choice_resource (res://dialogue/dialogue_system.gd:106) onPrintError @ index.js:485 index.js:485 [1] _process (res://dialogue/dialogue_system.gd:55) onPrintError @ index.js:485 index.js:485 ERROR: Node not found: "" (relative to "/root/inside/masc/DialogueSystem"). onPrintError @ index.js:485 index.js:485 at: get_node (scene/main/node.cpp:1908) onPrintError @ index.js:485 index.js:485 GDScript backtrace (most recent call first): onPrintError @ index.js:485 index.js:485 [0] _choice_resource (res://dialogue/dialogue_system.gd:112) onPrintError @ index.js:485 index.js:485 [1] _process (res://dialogue/dialogue_system.gd:55)```
Wow! The game is polished in all the right places.
I really like the text animation and the characters jitter - in general there's nice juice everywhere.
I would've liked the fade in to have been quicker for the tooltips, as my tired butt really struggled scanning these items for the visual tags to fit them into the presents.
It's awesome that there where updates - I definitely can see how this adds some variety and replay value, however obviously they are relatively bland stat upgrades right now.
Really cool, I liked it. :)
the game looks great. I dig the plane particles on the ground.
To me the gameplay felt a little boring, as you had little control over what comes up next, so the best choice often comes down to just luck instead of user input. Eg every level you're sitting their at the end with the correct multiplier and have to wait for the correct shape to show up and just tank damage until you've got the combination right.
The real killer is the music though. I really like the soundtrack - it's great.
I've got 400 points. Got the killer after one turn.
The premise has potential, but the game, especially the controls need a lot of work. ( I would suggest to either lean into the first person view and let the player walk around, or going menu style where you have a selection cursor over every guest and can switch between them by pressing a button)
At the start I was trying to move forward by pressing w and just skipped all days and was immediately greeted with a game over x)
I think the most urgent thing is the music not looping properly, this made playing the game somewhat grating.
I was first taken aback a bit, by another "bring item to customer" game - but yours plays very different from the others I've played so far.
Going through a stealth section and picking items by just some keyword description is an interesting spin. It took me a couple of attempts to get, that the guys on the pews were actual obstacles. At the start I just tried to speak to everyone, getting I guess reprimanded by the cult leader again and again. (This part of the dialogue maybe should've been clearer in that it's a punishment you try to avoid)
I do think it's interesting thematically to increase the difficulty of the stealth section by the room filling up constantly.
Also really nice music and atmosphere.
I like the setup for the game and that you set a clear goal of getting to $100.
I didn't find the moment to moment game play too appealing though. It's a bit boring serving customers a selection of four items by clicking a button. Handling the change is a good way to step it up, but also doesn't add too much 'fun'.
Liked the look and presentation though!
Awesome!
I'm actually a bit stunned - I don't think I've seen the exact mechanic before.
If you came up with a concept that simple, I think it's really an achievement. The swapping makes intuitive sense and you can immediately see this having a similar appeal to classics like tetris. Really hard to come up with new concepts in this space. Then again, I might just not know them - still very enjoyable game.
nice music and great art - the icons read very well and are clearly distinguishable.
My only gripe would've been the controls section. When I click on 'controls' I would've expected a short explanation of what the buttons do, similar to what you have in game. Swifting through a wordy pages about the lore etc really wasn't what I was looking for at that point. ^^°
Nice graphics!
You've got a short and to the point gameplay loop - however after playing for a bit it does lack a bit of variety / escalation. I think it starts fine (all though a bad seed made me get holy water way more often than other items) and the customers sometimes describing the things they DONT want is a cool thing to keep you on your toes. I would've liked some expansion on that concept, like customers who change there order midway through and restart their timer, or some that come in at a faster pace, or two at once etc, etc.
I also liked the music - it's pretty weird, but I can vibe to it. :)






































