I will investigate :I
Nils "Gecko" Munch
Creator of
Recent community posts
Hi Anya, thank you for the kind words.
Yes, it's quite repetitive, but we are working towards giving both the enemy and the player some "growth" as you play, so both difficulty and player options ramps up over time.
Currently, the dungeon will loop endlessly, so the only "win" is unlocking all the scenes with the monsters, and that's pretty much it for now :) But we will definitely poke around more in the future.
Really strong and somber style. I love that the user has to type in the narrative on the computer, makes the player connect much closer to the words on the screen. And the mundane being interrupted by dreams is a good flow :) Would love to see more.
Since yellow is a interaction communication, I found myself clicking the top of the lighthouse often :P Maybe a small "The lighthouse light is on" comment would be nice, since everything else yellow is so clickable :)
The point where you get the crowbar, goes to work, and even the computer is hinting at the basement got me :D
Now this entry is a true powerhouse. Crispy pixel art, good setting using the over-the-top TV show format, and HOLY SHEEP is that multiplayer? Someone clearly had a good grasp of how to manage time and not panic during the 48 hours, every member of this team can stand tall and proud on this submission :)
First off, the artwork is definitely the thing carrying this piece for me. It had some strangeness going on that was oozing mystery, so props there. The use of thick grunge lines and dimmed colors reminded me of Darkest Dungeon, and the Lovecraftian nods are always welcome.
There were some technical glitches around, like monitor ratio weirdness, the blue unity background popping out and stuff like that. Plus, Item duping was a thing. But I am sure that given more time and maybe a firmer technical hand, this can grow into something really facinating.
Having the player give up or jeapordize some of their horded wealth is a great mechanic, I did a game myself with something like that some time ago, and players are really strongly conditioned to always collect and never give away :P The movement felt alright, some checkpoints would be wonderful.
Also, a small art note, but my viewers really thought she turned naked half the time, and it almost swerved into NSFW territory, so a few adjustments might be needed there, just to be safe.
So, i had no idea how to control the phone and what i had to do, but i passed it on to a mate that had more luck with it. There is a sad glitch that sometimes the camera gives up, and you have to restart the game. But I think for the right audience, the reaction and the comedy that can emerge from these kind of controls might hit the right spot.
Groovy stuff, definitely. As I said directly, symbols or indicators in the timeline would do wonders, not only on understanding the mechanics in the first place, but having a visual comparison on what to change between iterations. :) But had fun, maybe bwain too tired for this kind of thinking right now :)