Had no idea what I was getting into with this one, but the moment that title screen dropped, I was hooked. I don't know how you landed on "tin can robot with buzzsaw arm cuts through legions of minotaur mutants to save an empress", but it made for an incredible little experience. The combat was smooth, the designs were charming, and I loved the animation, especially the attention to detail in having the empress cheer or panic based on whether you were being hit or doing the hitting. Excellent stuff!
MogsK
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Shocked to realize I've never seen surgeon sim style mechanics in a horror game before, and wow, it definitely works! The palpable tension of trying to keep the patient alive while also performing my own secret little experiments without my assistant's knowledge made for such a frantic vibe that I'd love to experience more of. Also loved the art! The sort of notebook doodle style characters contrasted with the grim subject matter helped give it such a unique aesthetic that really rounded out the whole experience. Excellent work!
Really loved playing this with headphones, the amniotic droning and the squelch of the little meat orb lulled me into such a state of relaxation, despite the grim task of eating blood. The little orb getting heavier and harder to propel as it filled added a lot of depth to the movement which I really appreciated. Great little experience!
Augh, I was really getting into this one, but after a couple tries, I couldn't figure out how to cook the meat w/ red sauce. I imagine this got rushed out to meet the jam deadline which is totally understandable, but I really hope you go back and work on polishing this up more because the concept is really fun, and I loved rushing around while that darn cats eyes gazed at me hungrily from its box. Really looking forward to wherever y'all take this!
So torn on this one. I wasn't able to complete it because the crow sneaking up on me and setting me back to zero after collecting 50 milk was spiritually challenging, but I will say, the design of the crow was so so good. Any time it wasn't sending me back to wandering these milk-filled halls, I was delighted by its goofy, oppressive gaze. The sound of the Beach Boys playing from somewhere impossibly distant, distorted and rendered unrecognizable did a lot to establish the aisle-wandering vibe -- great choice there!
I'll probably come back to this later since I'm very curious to see how it ends, but from what I've seen so far, very fun, wonderful bird, wish I needed slightly less milk.
There's something really special that happens when you combine the inherent anxiety of a graded simulator with the tone of a horror game. Knowing that, as I desperately try to spice the meat right in time, Mama's disapproval is building lends it such a delightful sense of urgency. Also really loved the music as it lazily drifted between lofi chill and uncanny distortion, established a perfect vibe throughout the whole experience. Excellent work!
This felt like the most realistic simulation of what it feels like to work delivery I've ever played. The moment I realized I needed to enter the pizza dungeon to free my bike, I knew I was in for something special. I think the best part about this was the immaculate comedic timing of each gag as the true stakes of getting this pizza delivered climbed higher and higher, and there's even a boss battle? Incredible!
Only downside: no tip!
I've been really excited about your work since playing Tunnel Funnel, and this did not disappoint!
Loved the character designs, especially JD's series of orbs with cones in them. The texture work was great, lending the whole thing this very particular uncanny vibe that seems to be a common aspect across your other games that I'm really into. Was also very appreciative that the game had a checkpoint system, as I got stuck on a rock in the cave and had to restart, so big thanks for that. Loved the coin collecting sfx as well, great work!
This was so much fun!
It took me a little while of running back and forth between the main area and the tutorial room, but once I figured it all out, I was hooked. The process of finding ways to transform yourself so that you can defeat larger enemies and properly process their meat was such a fun loop, and I really liked experimenting with combining different ingredients. I also loved the kill animations, all managing to have this strong vibe of clinical indifference and unsettling brutality.
Amazing stuff! I'd love to see it expanded on further!
Loved this so much!
It does a really good job of scratching the itch for dodge-heavy survival horror combat, and I enjoyed trying to utilize the rooms and hallways to trap or otherwise avoid the various meat monsters. The textures were stunning as well, from the oversaturated grass at the beginning to the various rusty metals of the meat plant, really pulled me into the whole experience.
Did hit a snag though when I got the digikey and brought it back to the computer, it kept telling me I still needed to find the digikey. Not sure if that's a bug or I just missed something, but what I managed to make my way through was phenomenal!
Had a blast with this, bummed there isn't more! Very simple run n' gun, but I really liked the enemy designs, especially the guys who come running at you on all fours and the music defs helped sell the experience right out of the gate. Also love the blood effects, great to see a guy get reduced to a red mspaint smear.
I really liked the economy of assets here. You got a lot out of just the one character image, managing to communicate a fair bit of menace through its sharp-angled design, supported nicely by the writing, managing to give an immediately strong impression of the character. I also appreciated the simple joy of trying to butcher the body as wrong as possible, though I wish there had been some sort of consequence to doing it very badly, mirroring the reward for following directions exactly.
Fun little experience! At first I felt that the circle of light around the character was too small, making it impossible to react in time to oncoming ghosts, but once I started to get a sense of their patters, I realized this was actually a good, intentional choice, as it made it more about remembering where the ghosts' patrols are, rather than just dodging them when they appear.
After managing to clear the first stage, I realized just how foolish me wishing for more light was, as a completely illuminated stage where I can't see where my character is made for quite a change of pace! Glad I pushed through though, as I really liked the design of the tall creatures, and quite liked the audio that played when stepping on... the evil floor? Speaking of audio, loved the little squelching sound mixed into the walk cycle, really made the whole experience *meatier*.
All in all, a delightful little challenge, well done!
If I could sum up my feelings about this in one word, it would be "potential".
I love a good little walk around a spooky house, and to its credit, while I wouldn't necessarily call this house "spooky", it definitely feels lived in, giving it a sense of authenticity that, were it peppered with more scares throughout, would make for a legitimately scary experience.
That is probably the key issue I had with the experience, there really is no sense of tension until the very end. Yes, it's mysterious that a vhs tape suddenly appeared on the doorstep, but it doesn't necessarily invoke a sense of dread that whatever left it there is somehow malevolent. Looking out the windows, I expected to catch a glimpse of something menacing, something that would give me the sense that danger lurked just outside of the house, but all I saw was the empty garden. Building tension and establishing a sense of impending threat early on is really important to this sort of game, but having just the one instance of something peeking around a corner at the very end (which can be missed if you accidentally walk into the good ending like I did) left me feeling more confused than frightened.
It also didn't help that, in my playthrough, the television didn't display anything when I put the tape in, leaving me confused until I checked the YT channel and saw what it was supposed to say. I think delivering a message like that, which provided context for why I should be afraid, would have been much more effective at the beginning, as by the time it happens in the basement, the game is almost over.
One thing that I did like was the monster design, simple but effectively creepy at a glance which helped the one instant of it appearing around the corner really land as a scary moment. If it had had more chances to appear, this would have worked immensely in its favor, so that aspect was definitely not lacking.
What I see here is a good grasp of visual design and aesthetics, a believable house, a spooky monster, but what needs improvement is how the experience is constructed. Taking time to really consider what elements of horror games make them work beyond just visuals, focusing on how they establish stakes and build tension, even across a very short runtime, could really elevate any future projects because the passion and potential are definitely evident, and I'm curious to see what more time and experience may lead to.
This one stood out to me as I am a huge fan of RPG Maker projects that really explore the potential of the medium, and for such a short experience, this manages to do so in spades.
The first thing that grabbed me was the design of the characters. Each one, even those placed in inaccessible areas, just exude charm and intrigue that gave me a very clear sense of who they are, even before interacting with them. My favorite was probably the guard, whose clenched teeth and eyeless face hidden behind a magazine gave off such a perfect vibe of "flunky barely engaged in their work" while still giving off an air of legitimate menace.
I also enjoyed the writing a lot, especially with how well it fit with the absurd and unique tone of the visuals and narrative while being infused with authentically amusing humor and, in the conclusion, sentimentality. Humor can be an incredibly hard thing to pull off, but this consistently landed for me and had me smiling throughout.
I am struggling to think of anything negative about the experience. I would've liked there to have been something more to heeding the receptionist's warning and trying to exit the video world I suppose, but that would just be icing on an already excellent cake. Perhaps that's the one downside, I could have happily spent so much more time in this little world, but that's to be expected of a game jam.
Also would have liked to be able to comfort the ground whenever I liked, but otherwise, excellent game, definitely a favorite!
This one's tough, as I feel like there's a lot of potential in this idea of a mall with an entire level abandoned and left to rot while a new floor is built on top of it as some desperate act of hubris on the part of its owner. The main issue for me is, it doesn't really feel like a space that used to be a mall, it's just The Backrooms, something which I've experienced countless times at this point, and beyond the legitimately interesting narrative framing, this doesn't seem to do anything new with the concept.
Admittedly, I didn't play to the end, as the long lead-up of wandering indistinct halls and reading notes before the monster even first appears didn't give me much motivation to try again once I died. Also, despite what the notes implied, the monster seemed completely undeterred when I returned to a lit area, ultimately causing my death. I think adding some sort of distinct set piece early on, even something as simple as a sign displaying the name of the mall left in disrepair, would have done a lot to add some sorely needed intrigue and helped set the stage for the rest of the experience.
That all being said, what glimpses of the monster I got, I really liked. It's appearance and the uncanniness of its animation certainly made it feel like something worth fleeing from!
I feel like this concept really has wings, exploring a structure built by someone trying to bury the past in order to reach their vision of the future, and given more time, I believe it could really be shaped into something special, but as it stands, I don't see the uniqueness of that concept fully reflected here.
While this definitely felt like an exercise in learning the fundamentals of making a horror game, there was still a lot of charm to it.
Not sure if it was intentional, but having the titular specter pop up every few seconds to scream at me gave me a good chuckle as I think an absurdly timed jumpscare can be just as entertaining as a well-timed one. It certainly wasn't boring!
Switching to the robot antagonist in the second level was a bit disappointing as I'd grown to enjoy the specter's company, and it seemed a bit easy to avoid, but it didn't really detract from my overall experience.
A solid effort, and am very curious to see what else you do with this genre in the future!
A solid little Slender-like which I'm always glad to see.
I was pleasantly surprised by the design of the monster, managed to make a really cool looking machine-creature with distinct features despite the visual limits of the low-poly style. Only gripe would be that, if I didn't intentionally go back and let it get me, I might have never seen it. I'm not sure if there was anything that changed its speed or behavior as more pieces were picked up, but it seemed incredibly easy to avoid throughout the whole playthrough.
I also really liked how you mixed up where in each structure the parts were located. At first I thought it would be too easy and straightforward, just follow each light and grab a part, but when I started finding them inside the structures, with the one that had me having to find the trapdoor and popping up in an otherwise inaccessible house actually stumping me for a bit.
The one aspect that did provide some definite tension was having to re-assemble the car one part at a time which inevitably forced me to be in one place long enough for the monster to catch up. Though it was pretty easy to kite away, buying me some breathing room, the little detail of having to open the hood to place the last couple parts meant I couldn't simply run by it, slapping parts on as I went which helped give the last moments a real sense of urgency.
All-in-all, a fun experience!