We did actually talk about both Mirror's Edge and Doom as references for the movement, good eye! Thanks so much for leaving thoughtful feedback it's really appreciated. I'm glad you found the game fun, thank you so much for playing <3
ghostelight
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Very atmospheric! The first level was my favorite. The closed in walls, the light cast by the tv, the ambience, it was wonderful. I also loved the scale of the walls when compared to the player character on level 2, that level felt vaguely unsettling, yet peaceful and weirdly reminded me of the maze runner movie. I did run into some frustration knowing where the range was to pick items up, I think either having a wider pickup range or a reticle to show what I'm aiming to pick up exactly would be helpful.On the second level I had to restart the game because I picked up the papers out of order somehow, and it wouldn't let me pick up the last sheet of paper, or two of the cups of coffee no matter how far away I stood. I also didn't find it super clear that the coffee goes in the trash, since they're ceramic mugs and the art showed the cups full, I was looking for some sort of tray for the coffee, or trying to put them on the desks. Maybe describing the cups as empty, or having them in disposable travel cups would have communicated a bit more clearly. Level 3's frustration was the placement of the invisible walls, I kept feeling like I should have been able to go somewhere, but then I'd find an invisible wall. I would have preferred to go to a space and realize there's nothing there, or have a visual indication that I can't reach that area instead of realizing that the path looks clear but there's an invisible wall in the way. It felt jarring. Other than that, you guys absolutely nailed the environments and the feel of the area, I'm honestly taking notes because the ambience was great! It felt meditative and quiet, and I didn't even notice until level 3 that there wasn't a jump or sprint button because I was just enjoying the vibes of walking around so much.
I also really liked the realization that we're looking at someone's life and dreams - the last level put into perspective what the prior levels were. When the third level opened I thought it looked like mars, and then going to the fourth level and seeing that the character dreamed of going to space was like :0
I loved the take on this theme! Maybe that's where half of my socks have ended up. Only issue I ran into was my game freezing on the pipes level for a good 30 seconds when I first went into the vertical pipe on the left. It wasn't fully frozen though, the screen was shaking and it did resolve itself eventually, but I was thinking i'd have to restart and I didn't want to do the spikes and arrows level again. I'm assuming it was something to do with collision? i don't know, i'm an artist, not a programmer
I saw this was your first game, and I think you did an amazing job! You managed your scope really well, it's visually good to look at, it's straightforward (as in, I didn't have to exit out of the game to look at the controls again, which is a really good thing), it's polished, it feels good to play and I had a lot of fun playing it. Like someone else said, it's got charm. Way to go!
another victim of the oil industry, smh. I'm super impressed by how much thought and detail was put into this game! From the frozen people behind the gas station to the birds, the missing posters, and the most horrifying part of all, only realizing they're out of toilet paper at the gas station after you've used the toilet! I especially liked the "how to make gasoline" poster in the back. There's a really cool mystery here, and to get a fully voice acted game from a game jam is an unexpected treat. Your ambiance was was very cool.
I love the idea of this dude just living on top of a massive cave with diverse megaflora and crystal structures. It makes me wonder if he found the cave and built the shop on top, or if he pivoted his career because he realized he was living on top of this cool resource. The gameplay loop is fun and relaxing. I love the alien customers just... trying to win fights and yearning for the mines. I really enjoyed how some of the orders feel up to interpretation and you pick the potion that will do what the customer wants. Your environment art is very cool! Some parts of it reminded me of some of the biomes from subnautica, specifically of areas like the jellyshroom cave and lost river with your use of color and light. Very cool!
Aw man my ego's taking a hit that I got stuck on the classroom puzzle! I'm gonna keep this game open and come back to it later to see if I can figure it out then. From what I've played, I love this kind of puzzle in tandem idea. I also really like what you've done with the elevator being like a sort of portal to this liminal space! It's an awesome way to integrate the theme. I also really enjoyed the game writing (or, what I've seen of it so far). The dialogue feels super natural, which is really nice!I also liked the audio and ambiance. The music is great. I can't wait to come back to this later!
Really creative! I like the spawn dino button, it made me feel powerful to send dinosaurs to impede my foes. My only gripe is that the e and q buttons on the screen are in the opposite order as the keyboard, which didn't feel super intuitive from a UI/UX perspective. The visuals are cool, the music is fun and fits the idea, and the bonk mechanic was fun, I really liked it.
This is absolutely a triumph. The fight synced to the music, the voice acting, the gameplay... altogether this was incredibly fun to play and marvelously done. A few of my favorite things:
- The tape measure zipping across the screen as an attack
- The architect ominously saying stuff like "so you wanna do this the hard way" while spudley's just standing there, seemingly spacing out during a lull in the fight
- The fact that the architect is clearly lobbying againt anti-monopoly laws smh
- The physical changes to the stage as the fight goes on
- The little reminder that the door is open now- i noticed the exit sign my first playthough but was so locked in that when it was finally clear on the playthrough I won that I didn't notice it was clear
- The under repairs signage on the door!!
- The skip dialogue button. As much as I liked the dialogue it.. uh. took me a few tries.
Oh I loved this so much! Apart from how masterfully you guys did... pretty much everything from movement to gameplay to music to vibes, I specifically want to call out that gorgeous lettuce at the end of the game, and the third level's different thing being a normal color. Figuring out that it was the other two RGB colors was really clever and solving it made me feel very clever, so thank you for that experience! I only really had trouble with one of the solves, and I think it might have been a bug because I couldn't replicate it when I played again. Basically on the third level I got a short yellow table when the rest of the tables were red. There were three slots on it, and since I couldn't figure out how to solve for the color I started clicking randomly and it worked with only "short" as a tag, which was weird because it was very much a different color than the other tables. Anyway, this was a really fun game, I had a lot of fun playing it, definitely one of my favorite games of the jam :)
Really clever use of the theme! I'm delighted by the concept of this game, and I had fun playing. I also really liked the music and visuals! You picked the track very well, good detective vibes and unobtrusive, and the art was lovely. The caprese salad in particular was gorgeous. The only thing I couldn't quite figure out was what was up with the fish in the office.
One of my favorite entries this jam! The gameplay was fun and relaxing, the visuals were great, the audio set the tone amazingly and I loved the spooky vibes in general. I really loved the progression of the place looking more and more run down and dirty as the 10 days progressed, and little details like the candle being lit on the conveyor and the occasional glitching when picking up my favorite guy, the little frog who is NOT cursed in any way at all :)
Gotta say, the audio made me giggle. Only issue (and is it really an issue if it's funny?) was the main music and "rift wizard" loop cut out at around level 7, so I was just getting a bunch of sfx bonks, growls, and crashes and the word "goblin" over and over (goblin? goblin deez- uh- nevermind). Anyway, I had fun and played for way longer than I usually play this style of game
Congratulations, your game is making me want to go get a second cup of bean water this morning! I like the game's concept, and the double meaning of physical places and odd placing of boxes. I somehow managed to get a box under a platform and I think it fell into the ether? Which kinda adds to the theme, ngl.
Very engrossing game! I like your take on the theme, the game looks cool visually, it's fun to play and the levels are really well thought out. You made really good choices with the choice of music and use of sound effects. I was actually disappointed the game wasn't a little bit longer. My only gripe is that I'm a WASD girly, and arrow keys for movement throw me off my rhythm, but that's a me thing.
Thanks for sharing the bugs! We're planning a post jam patch, so it's really helpful. It also seems that our last bug fix broke the ending, so it wasn't you clicking the skip button that triggered it! We've added a link to a youtube video of the ending to the game's description in case you've got a burning curiosity to see what you missed. And yeah, the team size took a little bit of coordinating, but it actually went pretty smoothly! We did get really lucky that everyone on the team was great about communication, and we had pretty frequent meetings to make sure we were all on the same page along with a kanban board to keep track of who was handling what. I could see it going a lot worse if everyone wasn't so on top of things, or if we weren't so responsive of discord.
Thank you so much for leaving us such detailed feedback! Not being able to spend all of your biscuits was intentional- we didn't want the player to be able to spend all of their dough themselves and cause a game over. We definitely need to rework the tutorial to make the hp = currency mechanic more clear. I also really appreciate the feedback on the minigame - we went back and forth a TON the first half of the jam about how difficult to make it. We wanted to thread the needle of it being fun to play, while not taking your attention so far away from the tower defense aspect that it feels unfair or purposefully hard to play. All in all we have our fair share of stuff to fix in the post jam patch, but I'm glad you were able to enjoy the game and get in the zone anyway!
Really had fun with this! I loved they way you incorporated the risk/reward element both in the do you try for another level or play it safe and go back to the lobby, and in the end of the level spin the wheel/card picker portions. I really liked all the different enemy types, there was a ton of variety both in gameplay and in visually. The only thing I ran into that was a negative was the randomness of enemy spawning at times. I had the exploding pie spawn basically on top of me one round, and I didn't have enough time to move out of the way, so that felt a little bit unfair, but other than that, the art the music and the main concept was incredibly fun. One of my favorite games this jam!
Oh I love that story! I love that he argued with himself for a full five minutes before committing to his life of crime! My dog used to sneak off with scraps of food that fell to the ground during cooking. She'd eat what she liked, and leave things like uncooked broccoli florets on the corner of the living room carpet for us to clean up after lunch! She's much older now (16 this year!!) so she's retired from her heists to be fed pieces of chicken and ham as treats by her humans. She thankfully hasn't figured out that the ham and chicken have her medicine stuffed inside!
Oh I adore the pick your poison element you had going on here. I love how much of the risk reward you put in the players hands. By the time I needed 1500 points I had a pretty good routine with the double jump medium map, so I figured i could shave off 10 seconds to try and just baaarely squeak by without going to the hardest map. I end up dying to the spikes, get flustered because of the time limit, and can't finish the final lap. I had a lot of fun playing!
Took me reading the comments to realize it was more than just a clicker game with very few upgrades lmao. I didn't hear the fire alarm because I muted my tab since the beeping was bothering my cats, and i thought the "x leave" in the corner was referring to closing the game. After that confusion, I had a lot of fun playing. I really enjoy this sort of puzzle game, and you did a great job!


