Thanks so much for playing and for the kind words! I almost gave up on submitting it, but I just couldn’t resist sharing it despite some obvious issues. I plan to expand the game sometime. Thanks again for hosting the jam it was a great experience!
KrummSakura
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The art style is distinct and beautiful. It captures the gloomy atmosphere perfectly. Humanity parameter is a nice idea as a countdown timer which can be affected by ghost damage and heal when the ghosts are destroyed. It could take the role of hp on its own. The parts requires precision is a little challenging for me. Overall, great job!
First of all, i wrote this after more than almost two hours playtime which is already above my steam library average. I really liked it. The controls feel well tuned. Even though a gamepad is recommended, I had no issues playing with keyboard and mouse. Using the left click to sprint was new to me, but it works like a charm. The FOV change could be slightly less, but it is a minor thing. Levels are well designed, complex enough to be engaging, yet intuitive enough to reach the end without frustration. The mission emails from clients and the magazine news give the world a sense of life. While the UI could need some refinement, it still conveys the intended vision perfectly. The music fits the aesthetics and isn’t obtrusive which is important in a game where multiple attempts to reach the end are quite likely. If there’s one thing to note, the checkpoints can be a little harsh in some levels.
Last but not least, as a gamer, atmosphere and storytelling are the most important drivers for me. It has the vibe of games like Mirror’s Edge and Bomb Rush Cyberfunk, which are among my personal favorites. Excellent!
Thank you so much for playing and for your kind words which made my day! I'm so happy you enjoyed it. I admit that the mechnanics are quite rudimentary. It is my first time attempting to implement a 3rd person controller and a first person controller with a weapon. Actually, I almost gave up submitting but I just couldn't help myself and submitted the game as a rough sketch when there were 2 minute 2 seconds left. So, although audio is one of my favorite aspects of game development normally, I used some placeholders thanks to my terrible planning. Many issues related to visuals are the result of the last minute change of rendering method while exporting project to html5.
You're the first person to realize there is a pacing mechanic and did not think it is annoying :)
It genuinely feels like a vintage game.Levels are nicely designed to deliver a incremental difficulty which i could reach sixth of seven levels currently. Control scheme requires a little time to get used to, but since it is designed as a two person game it is totally understandable. However it could be great to implement a optional control scheme exclusive to single player runs. I did not encounter a significant bug. I hope you keep on develop it further as you mentioned in the game page. Good job!
It was quite a plesant reading. It is admirable that the story has 8 distinct endings which i could reach 5 of them, including the one involving eating the horse. The art is pleasing and fitting the mood of the game. While the atmosphere is bittersweet, it made me laugh when i read "she dies all the time". Great job!
First of all, art and character designs (both Oleander and Candytuft) are gorgeous. The overall look reminds me the games from the golden age of adventure games. Mini games were quite enjoyble and creates a satisfying game loop. I hope you can expand to the idea to a full fledged version. Excellent job!
The game is more like a published short horror game rather than a jam submission. The only thing that i can say, reactions of the main character is somewhat rushed but it can be understandable in consideration with the jams limited duration to write a fullblown story. If there would be a OS like S4cred it would probably developed by Terry Davis. Good job!
I am really impressed how environment is not just mere set pieces but a tool to tell the story. The contrast between the cuteness of the Marcy (and the others) and the eerie atmosphere was also nicely balanced. I would restart for another ending but i realized your warning. I was worried to find my back to the house but thankfully unnecessary roads were not used as a maze. It would be great to see the rest of the story. I did not encounter any bug. Some audio would be nice. It is a gem in jam, i am genuinely glad that i played it. Excellent!
It is one of the most interesting approaches i've encountered in the jam. I really liked the narrative parts which is suprisingly impactful. This maybe at my end but, i've encountered a bug that after the first game over, game starts with the first dialog then skips to the game over dialog. Great job overall!
The ambience is nice and the game can be expanded to something richer. It may be a design choice hiding the total number of parts to be collected to create vaguenes and tension but if not so, some ui elements would be beneficial. Also audiovisual feedbacks for both enemy and player on attack would be great. Nice job!





