i just came upon this randomly when sorting itch by new. and low key this map is really sick looking. although the jump is super fast it might be tied to frame rate, make sure ur timesing by time.deltaTime if ur using unity
Jude Campbell
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The american gothic nod was fine, but I don't really like the fact that the portraits are of the chad thing and hatsune miku or some anime girl. Like, the tone is obviously supposed to be serious, having it juxtaposed with these internet references is very immature.
Ok, but the game isn't that bad though. It's an interesting form of interactive storytelling, having the player pick one of four cards. Definitely gets points for innovation, but it's not perfect. The biggest problem is that it never really seemed like the responses really matched the cards. You'd think that responding with "emotion" would have George saying things with big exclamation marks, getting things off his chest, but instead he's always level headed. "Rational" seemed more like a giving up option. I think in the ideal version of this game, the card you choose really matters and the player constantly wants to pick a certain card but can't.
That balancing act is quite broken right now because there's no way for stats to go down, only up. So when all your stats are at around 10, you basically can choose any card you want. I think an interesting idea would be for different stats to go up or down based on what's happening to the character. Say, his parents are demeaning him. It makes sense for that to decrease his willpower.
And the ending and writing in general definitely need work. It's a ten minute jam game, so I know that's harsh to say. I guess ideally you'd be able to flesh out just one part of his life, instead of having a bunch of different characters. Say every scene is just George and his parents with like a month passing in between scenes. Something like that.
All that said, not many jam games warrant a comment this big, so I can at least commend you were really trying to do something different. Also, the art work (other than portraits) was really good, very stylish and fitting.
Interesting. It's definitely one of the more unique games in the jam, even though it has nothing to do with the theme. I find that it's tough to get the balancing act right on these kinds of games. I don't know what's actually going on behind the scenes, and it's pretty cool that it works at all, but still it often doesn't understand what I'm saying, even if what I'm saying should satisfy the prompt and extra word. This is probably why most text-adventure games don't give you a limited amount of turns like this game, it would be too annoying. That said, I did enjoy my time here and the system where you have to have a set word is really cool. At it's best, the game made me think of how I could appropriately include the extra word with the prompt. In those moments the core concept really shone through. Overall, I'm glad I played this one, it's very unique and interesting.
Really tough. Every time I went out I ran out of fuel very quickly. In general it does seem like there's too much going on. The bit where you turn the three cranks is just busywork without any challenge. I think the game would be better stripped down, where the only real challenge is going out, getting scrap, and getting back before you run out of time. Or something like that, the point is that it shouldn't be as complicated and confusing as it is. That said, aesthetically this game was one of the better ones in the jam. Going outside for the first time was pretty beautiful and unexpected. Also, the full screen button doesn't work. I wouldn't point this out for most games, but this one seems very aesthetic and vibe driven. There's definitely a creepy vibe that reminds me of iron lung.
So yeah, a lot of potential, probably too complicated, but still a good experience overall.
This game was pretty decent. I'd like to give more feedback but I just couldn't get past the shark. He had so much health and I wouldn't even notice when I took damage, so I'd die out of nowhere without really knowing the hitboxes. I think the problem is that I only have a close range weapon and the shark constantly swings around and becomes its damage hitbox. That said, it wasn't all bad. I like the different abilities you can activate with space, and the grappling hook was at least a cool idea. I enjoyed my time with it but I'd appreciate it a lot more if the shark was easier, and maybe if the player had some time to recover after getting damaged.
I loved this game. The presentation is on point and I especially like the little voice each character has. It really does feel like their most vulnerable side coming out because of how frail the voice sounds.
The gameplay was really good, especially shiny and ori because those were hard enough to make full use of the special moves and all that. Where the gameplay really comes together is toward the very end, where lous reveals the meaning behind each demon. Up until then I was thinking okay this is pretty good but that really helped to tie gameplay and story together and was overall just a nice touch.
The ending is general was really good. I'm glad you didn't go for a more generic final boss type of scenario, instead it's something much more meaningful.
The idea that all these characters are out by themselves late at night pondering their issues, unknowingly standing beside people who are the exact same is really melancholic and beautiful. I think it could have been presented a bit better though. This might have been a time constraint, but when everyone is just standing like 10 metres away from each other it does subtract from that idea a bit. It's a lot to ask, but if every character walked on their own route around town which is programmed so that they never bump into eachother, that could've done that idea full justice. It would also mean that the player gets more freedom in which order to tackle the spirits, which could be cool, especially since you could tune each difficulty to what order they were found in rather than which character they are.
That's just my idea though, I understand if you prefer the simpler rendition we see in game. But yeah, this was a really cool game, cool ideas all throughout with great music and presentation, nice work.
Very interesting puzzle game. There was this issue where most the problems I solved were a little brute-forcy, not that I wanted to brute force them but just by experimenting I could usually beat levels pretty easily, without really coming up with a strategy. It's a shame but for me custom levels didn't load as well. That said, those levels where I didn't just accidentally stumble onto the answer were really great. Super enjoyable game overall, incredible presentation and music, fits the theme well and some very interesting mechanics.
This was pretty cool, although I admit I didn't really get it, until I read the description on the game page which made a lot more sense. It was still cool to roam around interacting with all this weird text though. I escaped through the window which I'm pretty sure was a bug? Didn't seem intentional for me to just leave the house behind although it was pretty cool anyway. I only found the window bug anyway because there were no credits, which would have been a nice touch. But anyway, I enjoyed this, one of the more abstract and relaxed games of the jam. Good job
Amazing game man. The game got really tough really quickly and I'm glad it did. Just about every level after the main mechanic is introduced is a banger. I especially like the level where you have to dash through a bunch of spike walls and double jump in the middle, very clever stuff. The ending was also super beautiful out of nowhere, the music really hit. Nice work
Cool atmosphere and idea, reminds me a bit of omori. Last boss was very challenging, probably too difficult. The idea of spirals could have been more fitting through gameplay, but to be fair I didn't manage to beat the last boss and maybe there was something I missed. One more little critique: Ground traps shouldn't hit you if you graze your head on them, it just doesn't make sense in terms of perspective. Other than that though, this was a cool game and with great aesthetics.
Very well presented game, and fun to style on people. Just make their day by sheer aura. The storm mechanic was a little boring, I kind of just kept going forward not caring about my score because I didn't want to stop every time, especially since it resets your speed. So my scores were never very good. But I had a fun time with this one, a nice simple little game with a good vibe.