Nice one, very ominous and mysterious. Liked the overall vibe of it and ambition, several puzzle rooms made in 2 days, is quite big. Personally, would choose a different asset pack to gel better with that PS1 shader. Also would work more on level design and general feedback, it was a little hard to tell where to go, and what does what. Nonetheless, I liked it :)
Jakob's Vault
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Loved this one!🫀Great aesthetic, first enemy encounter gave me a micro-heart attack, and loved the sound. Would be nice to have a checkpoint before Vladimir fight commences, had to replay 3 times, as I really thought I need to fight him, but then noticed the son, and it was a little easier to run away.
If you were to make it a full game, what would it be?🫀
Very solid entry. Loved tha cat leading you, quite mysterious the overall experience. Really wish there was more. Didn't get to ride that car too much. Also, kinda inspiring with the scope control, but at the same time, could have risked more. And beautiful menu art!🫀Curious what do you envision the full version of this game to be like?
Beautiful entry, loved the overall style. And fit the theme amazingly, with the Solstice, and the vampires being scared of sun, amazing work here! And the amibition, to make a whole RPG for a jam, once again amazing! Overall a nice experience, however plagued by little bugs here and there, and would benefit greatly with some kind of saving system, as the fights get harder towards the ending, making it indcredibly painful, to reply. Will give it one more shot later, as I'm pretty interested in how it ends ☀️
Do you see it as a finished thing, or there could be more? 🫀
Tough one to rate really. I liked the gameboy game idea. Loved the execution, nice little world, and cool minigames and cinematics. Had summer vibes too! I keep feeling that you are distracting us with this cute dolphin, but the game actually is about the undead, starting to feel that metaphor, as you go along. Would definitely need to play it once again, to get a grasp of it all 🧛🐬
Hey Awesome Werewolf! Feel free (if you haven't already) to join our discord community under: https://discord.gg/VPKPCUvaMC. I'm sure it will be easier for you to connect and find a team there 🧛🫀
Okay, so overall the atmosphere and world are honestly quite amazing, I really love the visuals and how the game actually plays. That brooding sound in the menu? Perfect. It immediately makes it feel like something heavy is coming and pulled me right back in to check it out. But man, the pacing at the start is rough-there's just not a lot happening for a long time, and the level design there is way too straightforward. You really need to break up that main path a bit. You're risking a lot with that slow burn; players might get bored and just drop it before the good stuff even starts.
Like, the bridge encounter is super scary, but dying there feels extra jarring because I pushed so far forward just to get sent all the way back to the very beginning. It feels kind of hopeless? Maybe add a side path on the bridge so the player can spot it fast and feel like they dodged death by a split second instead of just getting walled. Also, I was completely lost looking for the weapon. I literally went backwards and rummaged through the whole cart and couldn't find it. I only found that dirt path because one of the commenters mentioned it—otherwise, I never would’ve guessed it was there. You definitely need to leave some subtle hints for item placement, especially since it's randomized and you have to figure out the exact order of getting things just to make it through the bridge. Finding the dirt path, changes how you experience the whole game though. However, I still didn't manage to progress in it, despite knowing this.
It’s this weird, meta puzzle playing with standard gamer intuition-like realizing you shouldn't pick up the bullet right away because it triggers the monster. I actually really like that twist, and it heavily rewards a patient player (the sense of discovery is amazing once it clicks), but it’s super hard to pull off. If people struggle without any guidance, they can resign at any time and just quit.
So yeah, it’s an amazing game with a great core idea, just a little misguided right now regarding level design and player feedback. My final thought: if you can just figure out a way to organically teach the player that they need to actively look for those hidden paths, you're golden. Oh, and letting the player actually pick up the map would be huge, they'll still get lost just enough to be scared, but at least they'll know exactly how many POIs they have to sweep to get what they need to (maybe?) kill this thing. Just a few tweaks to the guidance and it'll be much nicer 🧛
Jakob: Amazing use of the theme - but not of this jam the other one actually. Makes you really think, and decide by not doing. Would benefit greatly with subtitles added. We replayed the whole thing to see the other ending, but felt a little bit like not worth it, didnt change a lot, but made you think of possibilites which is nice. Has some potential to be a bigger thing definitely. And indeed the music and sound guys were killing it!
Jenia: Very nice graphics. Very cool idea. I miss subtitles, though, because I missed a lot of things because of them. It could have been longer. Very nice music and sounds. Lots of potential
Jakob: Super innovative but unfortunately very hard to get into. Very hard to control the ball, maybe you could release it slightly into the air and then strike like in real tennis. Has a potential to be very fun, if done in a right way.
Jenia: The idea was interesting, but I had no control over the ball. The music was great, though!















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