Thanks for making this! Unfortunately, I have no idea how to get health back and it seems almost impossible to avoid getting hit. As such,I invariably die just a few minutes in.
Maybe there could be some health pickups/drops or health regen?
Thank you! There was an idea to give they symbols a colored frame instead, which would probably have been clearer. Unfortunately that was a bit late in the process so we stuck with the current iteration. There is however also a setting called colorblind mode which adds letters to the symbols as well. We probably should have set that as the standard option, but the colors already felt a bit restrictive and forcefully guiding to the player's creativity.
Fun and excellently minimalist! I liked the unraveling story and the meta-aspect of it. I think there could have been a bit more traps like words that fall into a similar pattern as those to be redacted but are to be left in. For example, names are almost always to be redacted when it would make sense to leave some in to trip the player up... and story wise, to set up a fall guy?
The graphics and overall presentation are gorgeous! Very funny overall. It wasn't clear to me if the customers will wait forever or if I could just string them along while I forge massive amounts of cash. Basically, I assumed I had to get the order done in a timely manner, which meant I only got 1 bill or so done per customer, leading to me getting fired.
Thank you! When it comes to the colors, I tried to make them a bit clearer but then the symbols became harder to read. With a bit more time I could have figured something out to make it work better, I think. There is however also the COLORBLIND assist option which adds letters to the symbols indicating the type.
Glad you had fun making the masks! I hoped people would play around and make the most goofy or aesthetically pleasing masks. After all it's a bit subjective what feature feels like something or other, isn't it?
Thank you! Yeah, it was pretty hard to balance the requests, especially since we ourselves were so familiar with the terminology and the individual parts. There's always a bit of a tendency to feel you're making things too easy, when in general things are too hard. Due to failure being somewhat inconsequential though, I hope people still have fun with the stories and just crafting all manner of goofy masks!
Oh, this is quite similar to ours in concept! I wish there was a recipe book where each found mask combination was recorded. It feels kinda like it's intended to play the game once with a notebook to jot down recipes and then a second one where I then properly apply them. That said, the art, writing and atmosphere is really, really lovely!
It took me a bit to realize that my methodical approach was a fool's errand and that I could just flood everything with explosions. Very satisfying, though the audio volume multiplication(?) is pretty intense. I think being able to drag and drop the bombs in the queue would makes the minimal bomb approach a bit more satisfying. Adding bombs somewhere into the middle of the stack is a bit of a hassle because they get added to the bottom and then you need to keep clicking the arrows to move it up. In some way, the bomb selection window and the queue could probably be switched around size wise?
Very charming graphics and fun to watch, nicely done!
Thank you! Yeah, something like turning the game into a deck builder was an idea we floated but we were unfortunately unable to implement in time, instead going for the re-roll mechanic. I think if we had made it harder then then re-roll would have been more important and prevalent, forcing more player decision making.
If we do an after jam rework some kind of risk reward mechanic in tandem with a deck building system will be very high on our priority list.
Glad you liked it! We had a bit of experience with bigger teams from previous jams and things fell pretty well into place.
The difficulty ended up a bit too much on the easy side, yes. That was a bit of an over-correction from how it was at the original deadline. There was also supposed to be a hard and endless mode, but there was a show stopping bug regarding that so we didn't end up making those available in the final version.
Balancing is definitely what I'd tweak a bit more given another hour or so of dev time.
I love simulators like this! I think it's a bit lacking in the gameplay department, right now it's just about turning dials and seeing what they do. Maybe there could have been scenarios and endless play where you need to meet constantly changing power demand as quickly as possible, putting what you've learned into use?
Oh, this was a fun little game. Took me a bit to tame and control the chaos, but once it clicked the drifting is really satisfying. One thing that I think could be improved is a way to skip the dialogue in the tutorials, having to click trough them upon retrying was a bit annoying. Since there was no dialogue afterwards that wasn't a biggie.
Thank you, glad you liked it! We've spent quite a bit of time trying to get that greek vase look down and give it a fresh look, so I'm happy that has paid off!
There are actually tooltips implemented if you hover the cursor over a card. Maybe it takes a bit too long for them to pop up, so it's hard to notice?
Aw, this is a cute and wholesome experience! I had my cat sitting on my lap while playing it and when he saw himself he was like "meow... meow? meow!", which I assume means "Human, what am I doing on that screen? Why am I not sitting in that tree?", but it probably just meant "Human... scritches. Then food."
Merry Christmas!
Thank you, great to hear you liked it! When it comes to the difficulty we had to weigh between making people able to complete the game and not being too easy. Being a jam entry, we ended up erring on the side of making it too easy rather than cause frustration. I wish we could have implemented more puzzles that work in parallel, so there could be more misleading notes and items to manage. Unfortunately, time constraints put a bit of a damper on that and we focused more on the overall narrative experience.
Thank you! Glad to hear you enjoyed the graphics!
The original idea was to have a map at the camp and thus force the player to remember the landmarks. Unfortunately, this didn't quite work out so there are now very barebones paths to follow.
I'm currently working on a solution that will hopefully solve those issues. It's basically making the forest work in a quantum, non Euclid way (imagine the forest in the Blair Witch movies and the quantum effects in Outer Wilds). That way no matter where the player goes, they will always eventually end up where they're supposed to be. At the same time, it will add screwy things like the camp disappearing once they let it out of their sight, or no matter where they go always ending back up at the camp until they talk to the NPC. Well, I'll have to see if I have the chops to implement it.
Ah, I thought the yellow are would give me more fish or something. It's quite tricky to hit with the unstable webplayer. It took a bit, but I cleared the game. I gotta say, this is one of the jam games I just kept playing. It's a lot of simple systems but they allow for learning and mastery, How much time do I have left? Should I go for souls or fish? Which direction is the Knäkki coming from? I f I move forward and the music is not getting faster, it must be behind me. What's the best way to "feed" it without wasting fish? It's all things you can get the hang of.
Some suggestions: I think the yellow area for catching the soul pieces is just a tad too small. Similarly, the "feeding" area for the Knäkki feels slightly too small as well. Right now, it needs to be what feels like perfectly center. An optional visual indicator mimicking the music (maybe a pulsing orb?) to tell the distance to the Knäkki for us hearing impaired folks might be a nice addition. The biggest problem is that the systems aren't explained in the game, if not diegetic just a simple tutorial text is probably good enough.
Nevertheless, once I understood what to do this was a really addictive experience and I enjoyed playing it! Well done!
Very nice little PSX styled horror game. I had to read the comments to understand how to avoid the monster, so a tiny bit more explanation would have been in order. I love how the music gets more frantic the closer the monster gets while I scan the horizons to figure out where it's coming from. It brings back some of that Sonic drowning anxiety.
As far as I know, there is no winning condition? I think I collected around 5 or so fish but then the monster approached from the front and finally got me. So unless it's in the game, maybe returning with a certain number of fish could do the trick.
It works better, the enemies and boss are visible now. The intro voiceover seems to work now as well. Some issues that still persist are alpha borders around the objects and at the edges of their rectangles. For example, they clouds have very noticeable white vertical lines at the edges. Adding some padding to the atlas and checking the import settings should solve the issue.
I think the boss spends too much time in general buried. I would have preferred to get a good look at it, because it's a really neat design. Maybe the burying mechanic could be the boss disappearing and then pouncing in from a different direction?
Thank you! Yeah, there was supposed to be a more easily recognizable path but that kinda fell through. I had hoped the grass knolls would be enough but they seem to not stick out enough.
The graphical style was mostly inspired by the Forest of Confusion from the Sega Saturn game "Shining The Holy Ark" and the old Might and Magic and Elder Scrolls games.
I'm still having a bit of trouble making menus and similar, so I will look into it. I'll try to always add control remapping and similar options from now on.
Thank you! Yeah, I had to cut out a lot of stuff to get the project manageable with my current Godot skillset. In the end, hammering the game into a working, feature complete shape while learning something is the big win to me. Nevertheless, I always hope the finished product is enjoyable to the player and it's is a nice bonus if they do indeed find it enjoyable as well!