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A member registered Sep 29, 2014 · View creator page →

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That's awesome to hear, thank you for streaming it! I'll be sure to check out the vod.

Kind of amazing that you began to build your own DOS engine. Will be interesting to see what it can do in the future.

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Very enjoyable little game. Managed to turn off the PC, but I feel like I need to go and buy some more disks, just to be safe.

Congrats on releasing a jam project! I shall keep this on my hard drive for whenever I feel the urge to glitch my files.

Really awesome concept for a game. Such a simple, but clever mechanic that makes for an engaging gameplay loop. Great stuff!

Every jam needs at least one snake game and this was a really good one. A refreshing take on an old formula and very enjoyable to play.

This was a nice little journey and I don't even drink coffee!

Nice little strategy game. Love the beautiful CGA work. Beat the game on easy on my first try, but I think I kind of got lucky with empty plains and having a big city very close to the invasion point. Haven't tried the other difficulty levels yet.

Back in the Civ1 days I always loved the cozy start of game when you managed 1 or 2 cities and spent most of your time exploring, but managing a whole empire in the later stages always felt like too much for me. So, I did feel a bit overwhelmed with having a whole lot of cities and resources right at the start (+ the 36 page manual), but luckily there wasn't much micromanagement involved and it was pretty straightforward and smooth to play. A great jam entry!

Loved it! Very fleshed out and polished for a jam game. Enjoyed the silly narrative and the gameplay loop.  The upgrade system and difficulty felt well balanced throughout the whole game. Shame about the cheese, though.

What an excellent game! The visuals and atmosphere are top notch. This sort of deduction games seem like a fairly recent trend, but I think it lends itself quite well to the DOS era limitations. Besides a few demos, I haven't really played any of the games in this niche, so I did feel a bit out of depth and overwhelmed with the difficulty right off the bat and probably would have never gotten everything right without the hints.

I guess it's the kind of game that requires you to actively take notes and maybe screenshots, because what I struggled with most was the constant back and forth menu navigation to keep track of everything. But I'm very impressed to see something this complex designed for a game jam.

Great concept for a game, it's always awesome to see people make non-adventures with AGS. The second level was already quite challenging, took me a few tries to save everyone. The ending certainly left me for wanting more.

The intro and few finished locations show a lot of promise and I really liked the gameplay system that you've set up. Hopefully you will find some time and motivation to pick up the development once again in the future. Would be awesome to play it on next year's Halloween.

Thank you for playing! Adding little extra animations and other small details is probably my favorite part of making games, I would probably keep tinkering and polishing forever if I didn't set deadlines for myself. Very happy to see that people have been noticing these during their playthroughs, makes it really feel worthwhile.

Nope, no snacks were found. Sounds like I need to do another run at some point.

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Hard to say, because as I said I'm not really familiar with the genre and what the traditions and expectations are for these sorts of games. I mostly play narrative focused games, so little story beats or description texts during  the gameplay or for boss encounters would probably pull me personally more  into the world. Currently the long texts at the start and end feel slighty contrasting with no story during the exploration and fights, maybe spread it out a bit more.

Also, once there's more stuff in the game, then some more player agency and choices on how you approach or solve different quest goals. Visually maybe more colors to differenciate between different enemies, environments etc?

But I'd say that for smaller hobby projects, the best advice is always to add features and elements that you want to add and enjoy in similar games yourself.

Struggled with the difficulty at first, but managed to finish it. The combinaton of fairly tight spaces and enemies seemingly dodging away at the very last second made it a bit challenging for me. But it's a very nice little arcade demo, looking forward to the full version.

What an excellent game! Took me a few minutes to get used to the controls, but after that it was all smooth sailing. The visuals, music and narrative silliness blended together really well. Surprisingly long too for a jam project. Great work!

Really cool prototype. Looks great, nice atmosphere, controls well. Would be awesome to see this developed into a full version.

A simple, but very clever game mechanic. Also, this game fully confirmed that I'm way too old for any sort of dexterity.

Thank you! I'm glad you enjoyed it.

Nice little exploration game. Very impressed with the 3d assets and the way how it was all set up in AGS, really looks and feels like one of the early 90s prerendered adventures. Bonus points for voice lines. Great job!

That damn Ahab got me on the first run, but managed to pull out a victory like 10 seconds before the end of second try. Very suspenseful and satisfying. Great work with the game!

I've never actually played any of the old classic text based roguelikes, so I was curious to check this out. The wall of exposition text at the beginning was a little intimidating at first, but the game itself was fairly simple and easy to follow. Managed to finish the demo on my first run.  With the current narrative setup, it's definitely a good starting point for something bigger and more fleshed out. Looking forward to see what you can do with it in the future.

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The EGA QFG1 is probably my favorite Sierra classic, so it was very nostalgic to visit the world again and explore some new areas. I did struggle a bit in a couple of places, not with puzzles, but trying to figure out what's the exact wording needed for the parser. I think in QFG you could use the right mouse button to examine the environment and I feel like I was kinda missing that feature here.

Found a small bug: I don't know why it happened, but at some point I stepped into some weird wireframe version of the foyer. This also prevented me from going upstairs:

But in overall, I really enjoyed it and will be eagerly wainting for the full version.

Yep, you probably did boldly go with one of the more challenging palettes that has no black to lean on, but I'm glad you did, because I've never played an adventure game with this specific color scheme before and it was interesting to see how it can be used.


Also, being called an AGS pro gave me a good chuckle, because I still consider myself more of an enthusiastic hobbyist :)

Very fun and adorable. Love that they have all different names.

This is a very short one, but the writing is solid and a bit thought-provoking.

When there was only one choice and I pressed 2, I got an error.

Quick simple fun. I appreciate that it's not timed, gives you a chance to think and plan more carefully and backtrack occasionally. Managed to get 1380 on my best run. Would be interesting to have some predesigned levels for this as well, where you could potentially collect everything with right moves.

Really neat idea for a tool and it's amazing how many different instruments it is possible to create. If there would be a way to record and save a played song as an audio file, it would be absolutely incredible.

Fairly simple, but still a very solid and compentent driving system. I really suck at racing games, but eventually managed to get 7 laps done. 

With a few different tracks, maybe a leaderboard system and some extra polishing this could potentially become a really awesome dos racer. Hope you keep developing it further.

Loved it! Some really fun writing and everything had a certain janky charm to it. This game is a good example of why I have been playing little hobbyist AGS games for the past 20 years. A quick peek into someone's creative mind that almost always reveals something unique and fascinating.

As a non-native CGA (and English) speaker, I would've appreciated slightly slower text speed, because some of the color combinations made the text a bit difficult to read at times and few dialogues flew past too fast for me to fully comprehend them.

Last time I played SkiFree was probably over 30 years ago, so my memory might be hazy, but this feels like an excellent port. Impressive work. Somehow I remembered there being sound and music, but I guess that wasn't the case actually.

Nice one! A pretty basic lander game, but it controls really smooth and I appreciate the fairly forgiving landing pad.

Thank you for playing!

Thank you! And yes, everyone should have a quiet frog moment every once in a while :)

I have seemed to run into some bug or a dead end. After popping the cocoon open, the mouse cursor simply disappears and I can't interact with anything, the music still plays and menu is accessible, but the game itself can't be played. Tried it a couple of times, but since there's no save game functionality, I kind of gave up on further experimenting.

It was really fun and enjoyable up to that point with quirky characters, great voices and logical puzzles.

Great jam entry. Simple, but effective pixel art, lots of absurdist humor, the game and puzzles had a nice flow to them.

However, I'm not completely sold on the 9-verb interface for shorter jam games, because it ends up being somewhat underused. There were some verbs that I didn't need at all and a lot of the combinations gave random generic responses, because there wasn't enough time to implement all sorts of unique and fun interactions for most things. All this kind of makes it a slightly cumbersome interaction experience with few rewards.

But hey, I did enjoy it and had lots of fun playing the game. Well done!

A lot of stuff to like here, excellent visual style, great presentation and audio work, solid puzzles - it all created an awesome atmosphere and an enjoyable experience. I did feel that there was a slight tonal disconnect in some places. The setting and themes were pretty dark and grim while some of the writing seemed kind of light hearted and even jokey, but I'm guessing it was all intentional. In overall, a great jam entry!

Great stuff, one of my favorites from this jam. Enjoyable and humorous writing and excellent voice work. The pixels look lovely and the puzzle difficulty was spot on for me.

A great addition to the Outer Zone series. Really love the worldbuilding and visual style of these games, creates an awesome atmosphere. The story was intriguing and left me wanting for more. The cutscenes and music were neat, puzzles solid. Very enjoyable jam entry, good job!