I finally managed to run it on my Steam Deck with Proton compatibility layer and I am glad I did! It’s easily my top 3 submission for this jam. I loved the little sayings given by the hero - nice touch. It felt very immersive dealing with those gangsters. The whole experience was very coherent. My only issue that it was a bit too easy as I was able gain 200+ HP and safely snipe down most of the baddies using Tommy gun from far away before they were able to shoot back. Cheers!
linuxhuskarl
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The game has an interesting concept and is very well executed. I especially liked the in-game introduction to the game world and the plot. I also liked the two visually distinct phases - planning in 2D and execution in 3D. I just with there were more things to do in the 3D view other than pushing the Big Red Button, but that was fun in itself. Cheers!
Thank you for your feedback! If you are interested why we decided to allow backward-rowing only check my comment under zealorguy’s review. Cheers!
Thank you for your very kind words and meaningful feedback! Now that we got the first GWJ submission out, others will come soon-ish if the time allows :)
As for the steering, it was inspired by real world and supposed to match how the rowing boat works. Check this video for reference:
It is indeed possible to row forward - i.e. the way you are facing, it’s called “push stroke” - but it is very cumbersome and usually less efficient. I also didn’t have sufficient time to animate it correctly so I made a creative decision to omit it :)
See you around & Cheers!
I must say, that the amount of interactable items is really overwhelming, I spent solid 5 minutes just walking around and exploring what’s available. Good job! Fortunately, I did not read the reviews beforehand, so I was not spoiled with the idea to use the cat as a reagent :D I think having more “reducing” reagents - like the crystal ball - would help to fine-tune the brew and would enable making a perfect potion. Cheers!
Thank you for your review! I totally understand where you are coming from, as we barely managed to fit the controls tutorial into the game literally minutes before the deadline.
The goal is to defeat the Baba Yaga, using “stomach alchemy” to craft a bomb out of three ingredients you need to digest (X key). Once you have the bomb ready you can throw it (Z key) it against the Baba Yaga to deal damage.
As for the movement controls, it was intended to be tricky as a way to increase the difficulty, but I totally agree that selecting the ingredients would need some rework and I am not happy with it. Cheers!
Thank you for your review! We not manage to implement everything, as we had more meaningful Baba interactions in our backlog, but we are happy with the result as it was our first experiment with 3D game. The name is a play on the “boiling frog syndrome” and it was the idea to have at least a time limit that would pressure the player into making mistakes.
I hope you had at least a bit fun with the tricky controls, it is entirely physics based movement :) Cheers!
