Thank you for the kind words!
MachinePilot
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There's the bones of something pretty great here, and if this jam was a week long rather than 4 days I think this could've got there. The spellcasting system is very tactile and memorising the patterns makes you feel like a wizard more than selecting one from a list or pressing a button, and the fact that there are quite a lot of enemies with different resistances and such makes you need to know a few spells.
Unfortunately, it's hard to experiment with the spell grid when the timer's breathing down your neck, and I found I didn't need more than the basic 3-line spells to get to the bottom. Also, I couldn't figure out how to remove/sell items from my inventory. I really hope you keep working on this though, it's super cool! Great work
Super cool concept, and even though there are a lot of games about taking down the Count in this jam, the western theme on this one is super slick, and the gameplay is very unique. The whole hold/draw/aim/fire flow, paired with the countdown, really gets you in the zone. The art is also really cool, and the gothic rendition of El Macho is a great touch.
Fantastic art, great music. I've seen a lot of countdown -> count down games so far (kill dracula etc) but this one is quite unique in that the countdown becomes the shooting range, which is very cool. I do think it'd be more fun if right-clicking reloaded a bullet each time, rather than waiting for the timer, but otherwise it's very slick.
A brilliant example of a game being great not by being "fun" in the typical sense, but by completely immersing you and enthralling you with a near-paralysing amount of tension (I hope the type of people to play games like this understand this is the furthest thing from criticism).
This is something classic survival horror (e.g. Silent Hill 2) did excellently. SH2 overwhelms you by making you juggle puzzles, resources, and enemies with horrible controls and claustrophobic camera angles. Casualties: Unknown overwhelms you with an everlasting need for vigilance, both of the world around you and of the every need of your vulnerable avatar.
Any momentary slip of vigilance (which is inevitable) can and will lead to horrific outcomes. Since the line between survival and oblivion is razor thin, the panic resulting from any misfortune is destined to lead to further misfortune, and the resulting atmosphere as you desperately try and fight the controls to put your shoulder back in place or pull glass out of your paw is suffocating. I think this is the closest I will ever come to knowing what it's like to fight for my life.
An example. I attempted to enter an abandoned life-pod by climbing through the window, being unaware that breaking glass creates glass shards that you can step in. I proceeded to step on these shards and fall backwards into the unnoticed abyss the life-pod was peering over. I then hit my head multiple times on the way down, and mercifully landed in a pool of water. What wasn't merciful was the immense pain from the glass in my foot, and the intense internal bleeding causing me to throw up blood. After desperately bandaging my wounds, and practising extreme patience in meticulously pulling the glass out of my foot, I was left with a brain-damaged avatar that had lost so much blood they couldn't stop passing out. A hopeless situation, I had no medical supplies left, yet I still tried ceaselessly anything I could think of to get out of this. In my heart I knew it was over, the run ended with my avatar curled up in a hole asphyxiating due to the blood in its lungs. This is just one of the many horrors I have seen occur, purely a result of my own negligence.
Truly a one of a kind game. Hopefully my descriptions are enough for you to grasp the depth on display here, even without explicitly describing the fantastic survival mechanics, crafting system, or fully simulated medical system that is your body. Something that does bear mentioning explicitly is the amazing sound design and soundtrack. One of the most effective uses of music in a game I have experienced recently, all tracks clearly communicate and enhance the intended emotions they want you to feel.
To Orsoniks, if all the above wasn't clear, this is an incredible work of art. Please continue to work on this as long as you are willing or able, and thank you very much.
Thanks for the feedback! A lot of this is due to me running out of time, and the decision to not have checkpoints may have been changed if I playtested more. Thank you for playing and the kind words!
spoilersThat is the ending of the game! In the last level you are effectively killing yourself from the past (the first level) and that results in the timeline being 'corrupted', and the process must be restarted in the context of the game. Dying in the last level would technically 'complete' the timeline, and it's something I did want to implement but I ran out of time. I felt it was thematically appropriate given the Jam's theme but I do apologise that you had trouble with it!

