Auch wieder wahr. :D
Hexenwerk
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I haven't playtested this one yet, but the whole idea is so adorable. I fell in love with it on first sight. For me these goblins feel a bit like clowns in a good way (in their heart - like really trying to accomplish things but living in a difficult world that's not made for them).
If you were wondering about ableism: I found a note in the book about that, and the whole game isn't meant to be ableistic. It's not only but also about loving people as they are, as I see it. I hope I'll be able to play this soon!
I haven't finished it yet - found several objects (don't want to spoil anything here) and still not sure about the use of a certain object. So I'll have to give it a try another day and just rated what I've seen so far, for now. Hard to say if it's too difficult - I haven't played Myst or Myst like games, so I'm not that used to that kind of game navigation (orientation), which always confuses me a bit. Like "have I been there ... where was that scene again ...). So I guess experienced Myst players would definitely have an advantage here. By the way, I like that unique hand-made graphics style of yours. It is inspiring and I hope I'll find the courage & energy for making such a true "handmade" style game too, some day (in my own style, of course, not copying yours ;-)).
Haha, about the gloves: Maybe I will! I've already got an idea. Thank you for the nice feedback. With some time, I want to add a proper "ending" for the game, but since there wasn't thaaat much of a concept either, I just made sure to meet that requirement first and maybe think about that later.
But I think the player who waits until the 5 minutes of playtime are reached should be rewarded somehow. Recording the sounds was fun, especially since this developed very organic and simultanously. Like "mmmh, I want to have that object in the game. Ok, it needs some sort of sound." So for me, the scene came first, then came the voiceover.
Best credits ever! I like how you used that 5 minutes restriction but still put so much content in it (especially compared to mine). When I first played it, I thought I'd lose the items I found if I don't manage to finish the game with the first try. It feels much fairer as it is.
Great sound design and obviously according to the restriction, but I didn't expect anything else here. :)
The idea of this game has some China Miéville vibe. Nice concept! Moving the life/ammo meter down sounds like a good idea. I also wasn't sure what those collectibles actually do.
I didn't manage to kill that end boss with its infinite minions. But I liked the overall setting and visuals. Guess this might also work as kind of an endless runner game with varying (maybe procedural) levels.
Very good storytelling and interesting worldbuilding. And oh, so sad ... The soundtrack is perfect, good pacing overall. I'm amazed that you managed to even have voiceover in your game inside the jam timeframe.
Out of curiosity: In the credits it's stated that you used Blender. What did you use this for?
I was so sure I'd already commented on your game! But maybe the comment was deleted with an update? (played the version on day 1). I like the concept of your game, the simple graphics and sound. It's very intuitive, and such a cool idea to animate the background like this - looks quite unique! The interactive playful menu is fun. It's not really my kind of game either and I didn't make it to the boss, but I see that the gameplay works and it is definitely convincing.
Thank you, GlitchyDust! :)
Yes, the environment is rather boring and empty. I think I'll make it even more boring in the next iteration. ;D I'm not a 3D artist and never created a game in 3D before, but I'm interested in playing around with techniques. All but one 3D assets were created in engine, which was ok for this since I didn't want details. I can only recommend trying it, Unity can really be fun, if you like to try this engine, too.
Thank you for your nice comment, Yaz! There are some ideas behind this game and not all of them have been implemented. The technical realization itself was a maze and a-maz-ing for me and I might have gone lost in having fun with programming a bit, instead of creating gameplay elements that make sense. I wanted to leave it to the players what they think while or after playing, therefore the strange questions in the maze. I guess a very very loose inspiration for this was "Sofies World", a philosophical book by Jostein Gaarder. I hope players feel some emotions when experiencing this game, be it fun with the bubbles in the ball pit or being reflective in the rather quiet maze.
The hardest game of this jam! Interesting idea to create a whole scenery out of the ominous symbol. The controls felt sometimes difficult, but I liked the gameplay with manipulating the room itself. A peaceful and quiet game. So peaceful that I don't want to beat it. Nah, honestly, I just haven't found out how to beat it yet. ;)