Sounds like we achieved what we were aiming for with the atmosphere :) Thank you so much for the feedback, we'll try to release an expanded version once the jam ends!
KroNo
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The color palette was something we spent quite a bit of time on. Regarding the radar, during our playtesting we noticed a tendency to try and move the cross with the arrow keys, rather than the ship itself, so we decided to invert it. Previously, we had it the way you mentioned, where the arrow keys moved the ship. Thank you so much for playing!
I like the pixel art and the music, it's an addition in games that always makes them stand out a bit. Regarding the gameplay, I perhaps miss a bit of feedback when shooting and hitting enemies, or when taking damage. The doors sometimes required trying a tiny bit higher or lower to enter, but no major issue. Congratulations on submitting it on time!
In terms of art and story, with the narrative at the beginning, I find it to be very beautiful. The spiders' hitboxes are perhaps too small, I haven't managed to hit a single one. Aside from that, I feel the map might be too large, and since there are no landmarks to orient yourself with, as mentioned in another comment, navigation becomes difficult. Still, good job!
Visually it's weird, but not in a bad way. They look like wax figures, and the environments do too. I think overall it looks appealing. I tried using the keyboard controls, but ended up opting for the mouse, for me, it was much more comfortable and faster to switch directions quickly. At first I thought the enemies moved at the same time as you, something similar to Crypt of the Necrodancer, but it didn't take me long to realize they don't (I got smacked by a nearby spider haha). The vibe overall is good, nice job!
It took me a couple of tries to understand how it worked, but reading the description helped. The place where the syringe appears is perhaps the most confusing part of all, and I don't think I would have figured it out if I hadn't read it directly. Once you know what each thing does and how it works, the stress begins of trying to keep everything at the levels they should be considering the passage of time. It's very stressful, and it always dies on me because of the decay... Poor thing!
It's interesting but I agree with the rest, increasing the reaction time a bit would let you really see the progression of the 'decay' in the game. I found it impossible to get past 30, but I can imagine how it would evolve over time, and it looks good. I also read in the comments that the sounds are entirely coded and, if so, great job, they are very satisfying!
The game is interesting, but I agree that it might need a bit more explanation. The art is nice and the music fits well. I kind of miss having the option to rearrange the cards once they are placed on the board, but I imagine the consequences are part of the gameplay. Once you start accumulating negative cards and nothing good comes up, it's ggs, but very entertaining to play!
The music is really cool and the art is visually appealing. It's unusual for a game of this style that you can hit the notes anywhere on the screen, but I'm not complaining! I appreciate being able to play it entirely with the mouse, I'm much more coordinated than with the keys, I was always bad at osu... Good job!
The feedback for the fishing minigame has been pretty universal. We need to make some minor tweaks to the upward inertia to make it a bit easier to change directions when the fish decides to dive toward the bottom. The same goes for the dials, we'll need to work on them after the jam to polish things up for the next version.
We tried to show the decay with a change in the boat's textures, which might not have been as obvious to the player as we would have liked. In hindsight, maybe a bit of a 3D changes to the model could have helped with that.
We tried to do our best in 7 days, focusing heavily on reducing the scope and then expanding it only once we had a playable base, to avoid what happened to us in previous projects. Thank you so much for playing!
CONGRATULATION!
I couldn't have done it without the comments. I didn't quite understand the part at the end when only one of the two arguments appears until I scrolled down to read them. Still, it's a cool concept. I like the terminal games we've had in the jam, both share the same theme but have totally different concepts
I tried playing with all the effects on, but there was too much visual noise. Once I turned them off, the experience was much smoother. It's interesting, and it's the kind of game where if the leaderboard were online, a ton of people would get hooked. That's the only thing I would change. Great idea!
I really love the vibe it gives off. Having a console talk to you so directly is a bit strange, but figuring out how to progress is satisfying and interesting. It's a shame it's so short, but I think we all feel the same way. Visually, it's very eye-catching, and the sound design complements it really well. I'd love to see more of this!


