That's a current limitation of the design, it is punishing if you don't reveal something right away. It's an area to improve going forward.
Loonicy
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The vibes on this are insanely good! This feels like a Lovecraftian tone in a fishing game, and I'm totally down for that.
The game loop feels so tight and polished for a game jam; I'm impressed! The only thing I wished I could do was stop the line at any depth. I had trouble catching the last couple of fish types (eventually giving up) because I'd frequently see them, overshoot, and then be unable to retry until I finished winding to the bottom.
This is an amazing game. Well done!
A dice game! (That's Loonicy's current project, a dice-driven platformer.)
This was fun to play. Yahtzee mechanics are underused as a game mechanic, so it was great to see them here. It reminded me a little bit of Dice with Death (which also uses Yahtzee-style mechanics) in a good way.
Graphics-wise, not my cup of tea, but there was clearly a style you went for, and I respect that. Audio sounded good overall.
You've got a great concept, if you want to take it further!
There were a lot of interesting concepts in this game. I liked the premise where you do better if you remain unseen, but can still complete the level if seen.
Not being able to clearly see where the enemies were looking made it impossible for me to reliably avoid being seen. I could never be sure where their vision extended, and several times I felt like I got detected from behind crates. Even if you just draw the vision cones, that would improve the feel immensely, because then I can properly plan my actions.
The controls were too slippery for my tastes. I felt like I was skating on ice, which made it harder to move precisely, but that's a valid stylistic choice if that's the gameplay you're looking for.
Overall, good game! I think there's promise in the mechanics you've got.
Got up to 311 seconds. :)
This style of horror game isn't usually a genre I prefer, so the low stakes for this game was actually nice for me. It felt chill and tense at the same time. I also found it interesting that the entity's sound was mechanical. Made me wonder what it was I was running from.
I think what the game lacks most is variety of gameplay. Once I figured out that the room was an enclosed grid, I was able to consistently keep away from the entity by skirting the outside of the box. The game needs to find ways to force me away from doing the optimal path, or a more varied geometry that is harder to cheese.
Overall, though, great job! I enjoyed this more than I expected to.
The idea of not knowing the future would be interesting to play with. However, there didn't seem to be any gameplay which actually interacted with this.
For the first four days, I was just figuring out which building to enter and which people to run to for triggering dialogue. There wasn't any tension, just busybody find things to advance the story. The one section where you run around avoiding zombies only occurred once, on Day 3, and it was trivial to dodge. I didn't find the story compelling enough to raise my level of interest.
I understand this was made in only a few days (I can relate, mine was made in 2), so this is just feedback on the experience to improve your next one!
I like the idea of a platforming game that involves clicking on stuff to manipulate the environment. I had trouble figuring out how to get to stuff, though.
One thing I'd recommend adding is Coyote Time, or a grace period where a player gets to jump despite running off a ledge. It feels better for players as they try to run and jump as close to the platform edge as possible.
Good job!
Thank you for playing!
Yeah, without a fully multilanguage dictionary this kind of game is less fun for non-English people, and there wasn't time to add a more selective system for which words get used (I built this in 2 days, long story). A more polished release would take those things into consideration.
Noted on the scroll wheel, good to know.
This was a really fascinating game, mashing two separate genres and views together. It didn't feel particularly polished, but I still had fun with it.
If either the platformer or starfighter phases had been the focus, I feel like there would've been more time to get those things feeling right. With both of them smashed together, they both kind of work, but not cohesively.
One thing I found really cool was your jump and grab climbing system. It was pretty freeing to grab whatever I wanted and climb around.
Good job!
I loved the concept, and the polish was top notch!
The gameplay was really fun when it involved figuring out how to arrange shadows. I liked including platforming as part of the gameplay, but the character control and camera movement made it difficult for me to position myself well to make the required jump.
The use of light and shadow works extremely well as aesthetic and mechanic, and I had a lot of fun with it. It did seem like the final (?) area with the orb had bugged shadows, though, because I died multiple times despite being rendered in shadow.
Really great job, overall! Had a blast.
I like the polish you put on this game. The visual style felt coherent and nice in its simplistic minimalism, and the audio felt juicy and crisp. It put me in a nice mood.
The premise of the game was clever, and it was presented well, but I didn't enjoy the gameplay. For me, the color differences were either abundantly clear or not at all, and it felt like I had no strategic control over which was which. I'm not sure how I could've improved, because my eyes and screen setup won't really change.
Overall, though, your presentation was strong. Great job!

