Absolutely love this game. Here's my second Adventure difficulty win.
Knoat
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Cool experience! The player model felt really alive and it was fun to force the arms into weird positions.
The gameplay was very intuitive aside from the close button on the shop being extremely detached from the actual shop. Having the player make the shop unavailable before allowing them to start the action is a unique touch. It's almost like an "Are you sure?" but built into the theme/gameplay, which I love.
It was a little jarring that the zombies just completely vanish when you turn off the radio. They should probably stick around without more spawning after you turn it off.
Awesome job on this entry! Good luck in the voting/judging!
This is a super fun idea for a metroidvania style of game. A pleasure to experience this in a game jam!
I appreciate the fact that you're forced to use each upgrade soon after acquiring them. The swimming felt like an afterthought, though. The other upgrades got used again near the end but the swimming didn't and it was mechanically no different from climbing. Something else in its place would really add a lot to this game. Maybe some kind of breakable block upgrade which is used again during the boss battle, as one example.
The dark tunnels were a great idea and fantastic use of the "switching bodies" mechanic. But maybe a little too dark. It felt at times like I could barely even see myself, let alone where I was going. Making the available light a little more would still force you to rely on the scientist without just being frustrating.
The boss was executed really well, too! Maybe a tiny bit on the side of too fast but no real complaints about it besides that.
I am thoroughly impressed with making a game in this genre for the jam. Great job!
That was a very pleasant little experience! Controls well and not too difficult. The music is nice and the theme usage was perfect.
My only critiques are with the flashlight. The light comes out and turns off awkwardly slow and didn't really feel like I was using a flashlight to fight the ghosts. And have you considered letting the mouse control exactly which direction the light shines instead of just going with the player's direction? Either that or using a keyboard button instead of a mouse click to activate. The click just makes it feel like the mouse position should have more influence.
The ghost of Christmas' future's projectile is LOUD. I never had to wonder if there was one of them or where they were.
Well done on this, though! Especially for only 13 hours of dev time! This is really commendable work for the time you had.
Thanks for playing and for the detailed review!
Honestly, Godot did most of the heavy lifting with the pathfinding. I just had to figure out how and when to decide to shift targets.
The tutorial definitely needs to be something more substantial. I just cobbled something together near the end of development and ended up wishing I had devoted time to it.
Similarly for erasing old blocks, I originally planned to have that in but decided not to for reasons I can no longer fathom.
Thanks for all the kind words and good luck to you as well!
This is unironically a wonderful game. I wouldn't change a thing about it except for maybe having the "march like a good soldier" be a little more intuitive. The hand-drawn graphics actually benefitted this game and I got a big kick out of the "click anywhere" at the very beginning.
One other critique would be maybe some kind of ambient music? But I'm not even sure an experience like this needs that.
Kudos, friend! Amazing product.
Goodness, what a perfect use of the One Room theme! This is such a charming little management game.
It might benefit from some kind of progress bar on each task you're performing and/or the ability to cancel a task you've started. The hype level could also die a little faster, at least in the early game. Seemed like it was going to take a long playthrough to get to a point where it was a threat.
Also, I never figured out where to get drinks from? Maybe I just didn't see it.
Fantastic entry!
Great puzzle game! The graphics are especially notable in this one and the sounds are nice as well.
The puzzles ranged from trivial (not a bad thing, kinda need to be in early levels) to "I don't understand." As a matter of fact, I still don't understand why the last puzzle has the solution it does but that's very possibly a personal failing lol.
The "identify the bomber" portion felt like it was just kind shoved into the game. Mechanically didn't fit very well.
But this really was fun to play! The time investment really shows!
Cute game! Nice small scope. And major props for making all the assets! That's no small feat.
I never figured out where to get more charge? Maybe I was just missing something but it looked there just isn't anything to do that. The one other issue is that I wasn't able to actually press the "try again" or "quit" buttons at the end.
Some small improvements might be a crosshair or some other reticule in the center of the player view, make sure there are recharges available (or if they're already there, make them more obvious), and maybe some kind of warning when charge is getting low.
One thing I would beg you not to change is the vertical velocity boost when going up steps or from one seat to another. I don't think it was meant to work that way but that "feature" was a TON of fun. I kept trying to abuse that to see if I could get up and down the theater fast enough to get all 10 in one charge. Never managed to do it but it was so much fun to try.
This is a very fun idea. Especially fitting because I'm currently in the middle of watching Mr. Robot on Netflix. Beautiful, cohesive aesthetic. The graphics, sounds, and sci-fi/hacker theme all mesh perfectly.
It took me a second to see the message in the top corner telling me to type "help" to begin. It was so small and not at all where the eyes are drawn. Even after typing help, it feels like an overwhelming amount of information, partially because of how small all the text is. Don't get me wrong, I love the style but it may be too deep into the style for what the game is doing. Maybe make the text the player needs to read/interact with a bit bigger? I also might argue this is more of a world stage thing than a one room thing but that's just splitting hairs.
Overall, this is an awesomely stylish game and a great submission.
Cool, simple, little arcade memory game. Graphics and sounds are super charming. Gameplay was tightly put together. I don't really have any major complaints. Smaller scope is better for a jam entry but maybe this was slightly too small? It's a fun idea but didn't feel compelled to play beyond two or three waves.
This is a really cool idea! I like work sims like this. The vibe is a weird (but good!) mix of relaxed and high-pressure.
The amount of calls coming through with different instructions was overwhelming at times. This might be better conveyed through some kind of visual display. It would also help to be able to just press a dedicated button to switch directly to each of the three spots instead of a left-right cycle.
Really fun overall! A hidden gem in this jam to be sure.
Maybe I missed something, but I couldn't figure out the first puzzle. I found two numbers but couldn't find a third. But that's probably a personal failing, not the game.
The atmosphere was fantastic. The environment and the sound design were a good fit for each other.
The mouse sensitivity was a bit high for my liking and it would be nice to be able to tell exactly where the player is looking instead of a vague "middle of the screen".
Great work!
Beautiful game in every aspect: art, music, sound, gameplay, everything. I had a lot of fun playing this and it was a pleasure to experience.
The difficulty skyrocketed after the second heart. And, honestly, I gave up on the 5th one. The amount of enemies spawning felt oppressive. Didn't seem like I had enough time to both damage the heart and manage enemies but maybe it's just a skill issue.
Phenomenal entry!
Cute game! Very addictive, even though it's not my usual cup of tea. Feels like a higher-pressure version of ACNH's vacation home designing. Incredible use of the theme, too.
I wished more than once that I could move or remove individual objects after they were placed. As far as I could tell, once an item was set down, that's its forever home unless you remove everything. Also the rugs seem to be on a higher z level than everything else, so you can only put them on top of other things. Which my kids would love.
Nice job on this one! I had a lot of fun with it.
Cool game! I like the concept. The music is perfect, the sounds are nice, and it's a nice level of gruesome.
It's a little unforgiving on where you need to stand to place some body parts. Several times it seemed like I should have been able to add the part from where I was and I didn't understand why I couldn't. Also, if more than one object is in the same spot, it was hard to tell which one I would pick up.
It would be nice to have something providing some sense of urgency. I had so many body parts coming my way with no real penalty for them going bad. Maybe slowing that rate would make spoiled parts more impactful. Some reason to not want to keep parts hooked to the machine forever might be nice or maybe make the parts start to spoil again once they're on the table.
Super fun concept, though, and already enjoyable in it's current state!
Really outstanding art and sound! The UI is very stylish and meshes so well with the music.
I didn't see a reason not to just defend/upgrade the same room over and over but maybe I didn't play long enough for that. But even then, the ammo system was a big pain point for me. It would be nice to get more ammo per purchase, as it seemed like I would never be able to reasonably buy another turret.
Balance issues aside, this is such a good game!
Nice and relaxing. Great visually and calming audibly. There's no way you're tricking me into doing 500 laps around that fish bowl.
I just wish I had more to aim for beyond exploring the things in the room and chasing that 500 laps mark. The minigame on the computer is a nice touch but I had my fill pretty quickly.
Great use of the theme and great work with all the easter eggs!
I had lots of fun with this! I'm a major sucker for high-tech sci-fi and this definitely scratches that itch. It looks great and sounds great and seems mechanically tight. Good scene transitions, too.
I played a second time to try doing things in a different order but I didn't manage to tease out the bugs you mention in the beginning, no matter how hard I tried lol
The text appeared a little on the slow side and, as far as I could tell, there was no way to speed it up or skip the crawl. I fully acknowledge that this could just be down to reading speed but the ability to skip the text animation would be a big plus.
Very nice prototype!
You've been too hard on yourself in discord. This is nicely done, even if it's not finished! While I did struggle with what to do next sometimes, I never felt like anything was impossible to solve, which I think is the point of these kind of games. The hand-made art is very charming.
I wish the game had music/sound. And for a couple of the items, it was hard to tell exactly what they were at first.
All-in-all, this was a fantastic effort!
I had so much fun with this! I love bullet hells!
The theme is on point, the art is stylish and cohesive, and there's a bit of dry humor to it all that just tickled me.
My only complaint is the lack of music during play. And is there a hard end to the game? I successfully defeated three job applications before I was forcibly employed.
Major props!
I think I get the idea and it's a really fun one. I'd love to play a more fleshed-out version.
As-is, I struggled with what to do next and with knowing whether or not I was doing okay. There's basically zero in-game guidance or instructions.
It would be nice to have some kind of cursor or reticule to know where the player is actually looking. Especially in the context of the shelf full of ingredients. I couldn't remember where specific things were if I wanted to go back to them because I wasn't sure exactly which ones I was looking at for each display.
Some sound and music would work wonders here, as well as a pause menu with at least a resume game/quit game function.
A truly impressive amount of effort. Great work but don't neglect yourself in the process!

