Sorry I got carried away working on another project and forget to upload this.
GrimLoveGames
Creator of
Recent community posts
The level design is very nice. I like the 3D environment and the presence of a docked ship. I felt disappointed that it seemed like most of the story happened in the opening text. I know it can be tough to get even the simplest of animations and cutscenes to work sometimes, but text should be interspersed within the gameplay, not the other way...That's just my design philosophy.
The story was interesting. If there was time to move around and do things in between each block of text, that would've enhanced the story. Great use of music, fog effect and putting it all together into a cohesive, believable environment.
The movement speed was a bit low. I'm not a fan of all the different keys I had to press to do what should've been the same things. I do really like the background music and the aesthetic of a red sky. I was curious about what would happen next, there was definitely some mysterious and intrigue, but the movement speed was constantly reducing my willingness to continue.
What even happens in the game? I'm curious.
I like the classic 8-bit RPG elements, and noticed that used the Pokémon damage received SFX and recreated the water gym from one of the game boy games. That was funny and interesting, but a bit immersion-breaking.
The kill animation was very cool and stylistic. I was frustrated with the opening text-based exposition. I think occasionally changing the on screen image(s), or adding some kind of movement or SFX could buy time until the player loses patience or loses concentration.
Once the game got going, I felt curiosity about what could be hidden in the area, I feel that the use of a flashlight helped with that sensation.
It was cool that you had stuff like a car, garden and guillotine, it really added to sense of place and variety. I, personally, would've like more interactive elements, to be able to affect things in some way, even if it was like gimmicky stuff like dropping the guillotine.
I like the screens that show the different parts of the game world. The music is nice too.
The fishing mechanic was cool, but I didn't know I could move for a while. Some on screen text telling me the controls when I needed to know would have been awesome (I wasn't able to include tutorial elements in my game). I felt a bit frustrated with the player's move speed in the water. The fact that you get an aimable harpoon gun is awesome and the addition of a flashlight immerses me even more and adds another layer to the game.
Well done, I enjoyed playing your game.
The use of the color red is very striking in this. I felt uncomfortable and intrigued by what I saw and could do. The artwork is very well done, beautiful and also visceral.
I wish there was more to the game like a larger overarching goal and maybe some more interactivity and control of other elements. The game would be fine without those things if you added to it. It would still be a very unique and memorable experience, niche, like Telltale games, but also very good.
WOW! That was very immersive and elegant game design. I was pulled in by the story, art and incredible use of sound. This makes me wish I had made my game a lot more like this. I also got genuinely scared haha.
Great work sticking to the theme and great work creating an excellent game so quickly.
I wanted to play again to see the other endings, but there wasn't a button to restart the game. I didn't realize my sanity was changing at one point because I was processing IRL, maybe shaking and adding an outline to the gauge to indicate when it's being affected, would help. Unless that was an intentional design choice to elicit panic, and neurotic checking of the sanity gauge.
Thank you I'm very happy you took the time to play and I love the feedback you provided.
It hurts me to know that my game elicited disappoint from you. I completely understand why it would though with the points you brought up. Basically, the presentation of these elements are like promises I made to you as the player, promises I did not uphold.
That's not a good design philosophy. 😔
I mismanaged my time and overscoped a bit. I'll add content to the game after the jam, polish it and improve upon the art and animations.
It was fun though right???
Have a good day.
The game is glitched, I'm fixing the bugs now so it's playable after the jam. I'm also uploading an edited video where you can see full gameplay or skip to the end to see how the game ends. I reccomend seeing the ending if you played the game, it gives closure to the story...plus it's nice, I think.



