Looks like the start button doesn't work when the game isn't running in fullscreen. That's a classic blunder right there, my bad! I didn't even think about checking that before the submission window closed.
kallich
Creator of
Recent community posts
The atmosphere here is impeccable, the art is outstanding. I want to tear the art direction apart and shove it in my mouth like a toddler, it just scratches my brain in a particular way.
The hints from Fortuna were, unfortunately, next to useless for me, since I ended up figuring out how to swap on the last spin, and I still didn't have the slightest clue where the sea, or the ship are in relation to me.
All that is to say, we are eating good and nothing beats a jet2 holiday.
outside walmart parking lot nighttime
Spent a minute shooting cops, gained 13000 dollars in the casino and then lost it all. 10/10 for realism.
In all seriousnes, if you are meant to actually finish this, I don't know how. All of the jobs give pocket change compared to the debt and the only minigame that isn't a chore is shooting at cops.
The ambience is pretty tight and the scientology lair got a chuckle out of me.
Unless I'm missing something, this unfortunately seems literally unplayable - the only direction is a floating orb over the road, the game guy didn't say anything useful, and after exploring the whole map and trying my best to press left click, e and whatever else I could think of on everything, I still couldn't progress.
EDIT: All of the instructions are now on the game page
I love the visuals, the simple story is great (got a sensible chuckle out of me) and the gameplay loop itself is good. The two issues I do have with the game are that boldness isn't REALLY rewarded, and that the bullet knockback only happens when it's inconvenient.
The debuffs (except tunnel vision) mean an instant game over, and the buffs aren't enough to counteract that. So the best strategy is to just flip one card past the first round and hope you don't get unlucky.
Got surrounded and beat by baseball bats while bald / 10
I liked the story. I feel like I robbed myself a little bit of the intended experience of being Oizys, by giving up as fast as I did at the end. I think it is a little muddled between being a commentary on making difficult games and playing them, which seems really different in my mind.
Don't forget to take a break!
As a certified gambling addict this spoke to me.
Okay, the visuals here are really distinct and just my style. A bit of crunch and dithering, monocolor palette... Me likey. I loved the little details of the scrolling chat on the left, and hotwenches... Well, say less!
I can't really say I knew what I was doing as far as the gameplay goes. I tried picking heroes that seemed to fit with the quest, won money exactly once and then, after i sold my kidney, I won. The Web version got stuck on "Don't forget", so I went and played the windows version to see if it was intentional or not.
On my second try I understood more about picking the right adventurers, and some got a sensible chuckle out of me. I still don't really get the ending, but I sure am glad I sold my family home to get to it!
I really liked the artstyle, but the gameplay could really use some work.
First of - everzthing but the lasgun felt weak. If there was an obvious cost associated with using it, I couldn't find it while testing. The bullets of regular guns stop at edges of the screen (more on that later) while the las gun seems to kill enemies two mail codes over.
The edges of the screen being inconsistent and messing with aiming really screws with... well, aiming. Or generally playing the game. The way my guy is aiming jumping from point A to whatever-he-wants-to at screen transition was difficult to overcome to say the least.
That sai, I found the best strategy to be to camp the generator room with a lasgun. There is really no complication to get me to move from there, which is a real shame - for example, if I had to defend the specimen in the tank at the spawn room, that would be an entirely different story.
All of that said and done, I liked a lot about this, especially for a gamejam game. The obviously hand drawn sprites do a lot for me, and the sound effects, while far from prefect, do show a genuine understandanging of game design.
The voice acting and ambience are seriously good - which just makes me wish there was some music kicking in at parts that should feel intense. Obviously the game is beautiful. Unfortunately I had serious framerate and control issues while playing and couldn't get past the first scaffolding part, as both input lag and the fact that the precise platforms are at 45 degrees made me frustrated after five minutes of trying.
Furthermore, the first enemy I encountered did not attack me, and the interact option did not pop up at all when interacting with the control panel there.
Wish I had the patience to experience the story and see what the scientist summoned! I love voice logs and these easily had me interested.
Oh this was a genuine treat to play! I loved every single "level" and was for real spooked when I got chased! Throwing wrenches is such a fun way to attack!
I was slightly disappointed with the story - wish there was some kind of twist, or at least an ending after the boss, instead of straight to credits.
Right at the Inlet part, after I was returning from inlet A, I thought "now would be a good time to introduce the enemies" as I almost ran into the translucent bastard!
The puzzles are incredibly solid and show an appreciation and love for the genre, the boss was simple, yet tense, and the chase in the third area gave me the heebie jeebies for real.
This was genuinelly really fun! The sword swinging was satisfying, as was the blaster! I felt it was kind of a shame I couldn't one shot the small blue dudes with a fully upgraded sword, but it's okay.
The parry mechanic didn't seem very optimal - why would I parry their projectile, when it seems to do less damage than my blaster/sword and I can side step the projectile?
Only the reload of the blaster being tied to energy drain is really inspired and I loved that. Made the sword and blaster feel really distinct.
The main character in the corner being animated with moves goes hard as all hell. The style is just oozing out of this game for sure, and the music choice is good with what you were going for!
The enemies going back to their spawn so fast seems pretty weird and I didn't find the spin a much satisfying way to attack.
I liked the system, but the power cards were confusing at first - the "next hand" being the hand you are currently playing doesn't make much sense. Also, the word list seems quite incomplete, as for example EWE produced only 15 points.
It had some interesting strategy and playing POWER is very intense, especially with the double, but it still quickly fell off as the enemies scaled in health.
You don't even know how much your kind words mean to me, especially since I loved the writingin God of Hands! I mean, I loved the gameplay too, but the God of Hands was such a lovable indifferent crook!
I'm not entirely happy with the sound they make either (I wanted it to keep an insect like quality, while sounding robotic), but I'm not the best at audio mixing, and the result is quite offputting.

