Thank you for your kind words Sake! I'm glad that it was able to connect with you!
Grubwall
Creator of
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I did it! It took me a second to figure out the controls and how to orient the shapes to the puzzle, then I noticed the gap in the border of the puzzle and it clicked! I liked the visuals of slowly succumbing to the madness of this area, there was a distinct sense of dread, having all of these people laughing made it all the more uncanny.
I also really liked the goal of finding the "weirdest" place. I was so unsure of what that meant but of course you'll know it when you find it. That was very satisfying.
Having things be vague and unexplained story-wise felt very true to Lovecraft too, I think oftentimes people forget that less is more with these kinds of things.
Great job!
Thank you so much for your kind words and for playing the game! Game does track how well you do but I didn't get a chance for the characters to react so I tried to make funny statements that could work both both ways. It ended up being more confusing though, sorry about that. I watched the video and you were an excellent cleaner! :)
It's insane to me that your team started with a game engine just a few days ago. My mind is blown. I think you managed to actually tell a story and paint a picture of a world which is awesome to see. I liked the level of polish you had with the animations, the sounds and music too! I think a way to improve it (should you choose to keep developing it), is adding more variety with the enemy spawning, maybe more and more appear every few waves to add to that level of tension. It's still so impressive to me that your team managed this with no prior game engine experience. Well done!
I love how stylish it is, the look and feel of the enemies, the kunai hovering in front of you, the fact that you're literally made of glass, it's all so cool! The gameplay reminded me a game jam version of Devil Daggers which is really cool to see. The fast-paced combat, the super-high jump speed and the platforming really sold that ninja fantasy for me too. I also liked the death animation (which I saw a good amount honestly) VESSEL SHATTERED is such a good line. I would have appreciated an occasional checkpoint like before the large vertical towers section, that place got me so many times I wasn't really able to progress further. That being said, I think the whole look and presentation of your game is really awesome, it feels so professional too which is surprising since you mentioned it's your first public release. Well done!
I had a similar problem to FlipStudios. I collected what I believe was the first charm (after the rolling logs) but I was unable to find a way to progress after that, going south led to some boxes but I was unable to jump.
I really like the art sounds and music though! The whole atmosphere and presentation of the game feel very polished and inviting.
I did it! That was really satisfying! Loved the last little puzzle and the whole idea of the secret ending. I was sort of hoping to find Whiskers somewhere but I was still happy to see a drawing at least! I've not often seen castles in games that have such an authentic-feeling layout like yours. Thanks for helping me, I hope I wasn't too bothersome. Happy holidays!
So I tried again and I think I'm stuck on the guy and the diary. I went to the Artists room and checked it all over and the right hands room and did the same. I remember getting a key to the right-hand's chest, but I still wasn't able to open either chest to the left or right. Here's a screenshot of the progress I made, my guess is I've been looking in the wrong place. If you have a clue for me I'd be happy to try it again!
Great job on the atmosphere. It felt really cold and quiet. I really loved the sounds, the little mouse squeaks and the cat singing system were especially great. To respond to your game's description, I don't think you did anything wrong, after all, this is your game, the letter is just supposed to serve as inspiration!
I really liked how the story was told. I've never played Stellaris or FixFox, but it reminded me a lot of Return of the Obra Dinn and Outer Wilds. Full freedom to explore wherever you want and learn about the events in a unique order. I didn't end up finding all of the memories / journals, my guess is I missed one or two of the better hidden keys. But despite not seeing everything I had most of them and enough to work out the events before I met the queen. Awesome job!
I loved the atmosphere you created. I also liked the message of the game, especially if it's directed towards a creative dream. I suppose some people's dreams may have less to do with a creative work and instead revolve around things like homework/school/other life things, I think the message of the game still applies though. I also really liked your use of lighting, it all felt very dreamlike and slightly tense, like when we're introduced to Tessellations, the door to progress is sort of hidden from the light, which adds to the feeling like this creature is "hiding" the solution from us.
The creature and environment designs were so imaginative too! I don't know if it's a reference to something but both of the creatures were so fascinating to look at and talk to!
This is incredible. I feel like the team or the letter must've been inspired by The Last Guardian in some way because I can see its influence all over. From the giant lovable/climbable friend, the fictional language, the mythical style of architecture, the ancient artifact, It all feels so timeless and magical. It's insane to me that this is a game jam. The puzzles were great and didn't become frustrating, the environments were clear and readable. It's amazing!
Thanks for the feedback! The letter I got mentioned that they liked to go fast and be chased, so I didn't really consider stealth mechanics but I agree that it could be a nice option for a player to have. If the bot loses line of sight to the player for around 4 seconds they go into a random search mode, but it can be tricky to pull that off especially in certain areas.