Great atmosphere and simple but fun gameplay! I enjoyed it a lot and went on to play again while trying to target only the damned. I have cleansed Blather’s soul by exorcising him. May he go on to be a more trustworthy individual.
mamemt
Creator of
Recent community posts
What an interesting idea! I really liked the mechanic of the hood switching into an alternate reality. When the wolf prints appeared I really thought this was going to turn into a horror game, glad I was wrong.
The art and music are very atmospheric, but the ending felt a little buggy as it froze upon reaching the book, I wish there was more to that.
This game was awesome! I love the trippy baa-ception where tripping in a dream leads to a different dreamscape that can lead back to the same dreamscape and so on. It’s hard to realize at first, but once you get the hang of it the mechanic is really cool! I think it’s the best use of the theme I’ve seen in the jam thus far.
The art’s really nice too and I enjoyed the short piano solo bonus that could be triggered. The one thing I had trouble with was that I somehow made the lamb robot lose power and get trapped under the see-saw and could never get it out again… I also have no idea how I made that happen.
Thanks for exploring around! You must have dug pretty deep to find 10 endings thus far.
Here's a hint if you'd like to look around more:
As you walk around, you may find some items that are collectable. The remaining endings are behind an unconventional exit, which you likely have found. You'll need the items for the remaining endings in there.I’m glad you asked! The collected items become useful for a certain ending that I believe no one has found yet. Perhaps I kept it too hidden.
Hint, hopefully it doesn't give too much away
This game has you looking for exits. The items can be used during an unconventional exit that you can leave from after looking at it a few times. In the initial clicks it will not give you the option to leave.Heck, I did not expect that ending. I sure felt bad hitting all the enemies because of how cute they were but the story wouldn’t progress otherwise… The pixel art was awesome and so was the music! Honestly, to me it feels like a complete game not made for a jam and I’m glad I had a chance to play it.
If I may make a suggestion, perhaps you could add screenshots of the actual game to your listing. I think your pixel work has a different appeal to the title cover, so it’d be nice to show that off!
It was a fun deduction game, but I think some info's a little hard to figure out like where Jade works at as the name of the place doesn't sound like one. The font used for the speech bubbles was also a little blurry on my side, but it didn't affect anything too much.
I really liked how scatterbrained notepad was so I'm sad it was over so quickly after it was introduced :( the story seems interesting and I'd liek to see where it goes!
Interesting concept, I don't think I've seen anything like this. It was particularly surprising when the cursor and activated outer circles were affected by the newer color beams, and it was a nice touch that made the puzzles more interesting. The end did feel a little abrupt as the heart mechanic was only introduced a few stages before, but great work!
Fun puzzle game, got through the extra levels too! The controls are a bit awkward as the world switch and interact buttons are side by side and in the harder levels it becomes more of a memory game because I find myself constantly pressing a button and memorizing where all the doors I have to go through are located.
Post jam it would be cool to also have a tie back for why a dark world exists and maybe have a spooky final level to end it off. Awesome work!
Thanks for your feedback! I actually really like luck-based games, so I designed this game to rely on luck, but with also a reliance of the skill of ✨ moderation ✨. A boring skill I know, but it's one that is important to most gambling-type games. When selecting the opponent cards you have a guarantee of one biscuit, so you get to calculate the risks of going for that biscuit based on your current status. If you're winning, you might choose to stop once you've flipped a card. If you're losing you might go all in and flip all the cards, even after you have found the first.
Similarly to that is how you pick the cards you'll be showing the opponent, which have the potential of them being double-edged swords. If you have cookie shields, you can send a hoard of rats after them or pray for a hidden favor to fall upon you. Or you could hide biscuits and hope they don't get found.
I'd like to compare it to blackjack where it's also a luck-based game, but what matters is what you do with that luck and knowing where to draw the line. In riscuit, the luck factor exists alongside some elements of defense and offense - like if in blackjack you could get numbers to deduct the cards of others. It is of course less polished since I haven't designed a card game before and there was only a week 😅


