Thank you duckman! I’m really glad it clicked once you realized you could pause typing and come back to the command. I may need to make that mechanic a little clearer in the future, so the feedback is really helpful. I’m also happy the simple visuals still managed to make the game feel tense!
intriguedloki
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Thank you so much! I’m really glad the alien and sound design managed to keep the tension up despite the simple ASCII style. That’s a great suggestion about using a more digital font and clearer font weights in the terminal. Separating commands from instructions and flavor text more strongly would definitely help readability, so I’ll keep that in mind for a future update!
Thank you for the thoughtful feedback! I’m glad the buildup and typing pressure worked for you. The alien’s starting speed is definitely something I’ll revisit, especially since spending too long trying to lose it can make commands like the throttle one feel nearly impossible. I’m also really happy the alien appearing at the edge of the screen while typing landed well. That was one of my favorite tension moments to build! :)
Really creative concept with a great creepy atmosphere and fun minigames. My main issue was that it felt a little unfair, since the opponent rarely made mistakes and some of the circular clicking challenges did not feel very responsive. It often felt like one bad minigame meant the run was already lost. Still a memorable and well-made game!
Really fun and addictive collection of minigames! Most of the modules were easy to understand, and it felt great once I started getting into a rhythm. The art, music, and sound effects all fit the fast-paced pressure really well.
The later levels became pretty difficult, and I had some trouble understanding the lights module. It could help if failing a module briefly explained what went wrong, since stopping to reread the instructions can interrupt the flow. Making the overall timer more noticeable when it is running low would also help.
Overall, this was a very creative and polished jam entry. Great job!
Hey, thank you for such a thoughtful message, I genuinely enjoyed playing Dawnfall, so it never felt like a chore :)
I’m really glad that last-second typing tension worked for you. That tiny window between submitting the command and the hunter reaching you was exactly the feeling I wanted the game to revolve around. It’s also great to hear the visual danger cues held up while muted. I did want the game to remain readable without relying entirely on sound, but I wasn’t sure how well that would work in practice.
The reverb is a good callout. I’ll have to revisit the audio balance after the jam, especially on the intro and How to Play screens. There isn’t any traditional music right now, just ambience and threat sounds. I like your idea of either escalating music or something strangely calm underneath the panic.
You also weren’t the only person who got mixed up about which command belonged to which terminal, so I think the objective and location information could definitely be communicated more clearly.
The idea that making progress would worsen your situation was pretty much the central concept from the start. Every ROOT command gets you closer to restoring the network, but it also gives the rogue process more control and speed. I wanted each successful command to feel like both a victory and a mistake you couldn’t take back. An earlier version didn’t really reward you beyond progressing toward the ending, although the optional utilities were added to give the player a little breathing room along the way.
Thanks again for playing and for taking the time to write all of this out. It gave me a lot to think about for a post-jam version :)
Thank you! That’s a really good suggestion. A unique interaction sound for each area could definitely make the map easier to recognize and remember, especially since a few areas currently share the same SFX. I’m glad you enjoyed it, and I hope your friend gets a kick out of all the terminal stuff too! :)) <3
