If its not already, a web export feature would be killer!
MrTech
Creator of
Recent community posts
This was a really cool and interesting idea. It was fun to see a the art style you chose since I haven't seen any "DOS/DOOM" styled games! I would recommend working on the messages at the top, I feel like I would routinely miss the radio messages because they were at the top of the screen so maybe at the bottom would be better? Anyways great job!!
This was fun to play! I don't know if this was meant but I was able to cheese if a third disk was safe because it would tell me when all safe disks were run. So I would run 2 that I knew were safe, then destroy the unsafe one and if the 2 didn't say all safe disks were run I knew the last one was safe. Also after destroying a safe disk, I was able to run it. Maybe not telling the player when all safe disks were run, so even ending the day is a risk? Also just a small thing but in the "days until rescue", "until" was misspelled. Not a big deal, just figured I'd point it out to help!! Congrats on the game!!
I really like the art style! I don't want to critique too much since you recognized it's not in a playable state. However, if it's not on your radar, I would recommend bringing up the brightness! It happened in our game as well, the brightness in engine was a light higher then it was in browser. Also chunk generation may be low due to being on the browser but maybe you could have some kind of wall or texture to hide the ungenerated chunks when the chunk gen distance is low! Great job and hope you are able to finish it!
I really like the idea for the game and tried really hard to keep up with the different lies with all the shapes. However, with all the different conditionals and seemingly paradoxes that came from each shape it, it was very frustrating to deduce which door was correct. Sometimes you seemingly had to distrust all the shapes, sometimes one shape could be trusted. Attempting to test out a theory then was super discouraging because if you were wrong you would be set back to the beginning. I totally get that this was to discourage just doing trial and error. And also that in the jam setting there is obviously not enough time to play test and refine the riddles. However, if you do continue developing hopefully this helps to refine the riddles. Congrats on the game; the idea and look is absolutely wonderful!!!
Thank you for the feedback! Yeah grabbing the smaller objects off the ground is quite difficult at the moment. Our best advice for the current state is to not pick up the object until you need to for the task, especially the folder, paper stack, and soda can.
We do plan on updating the game after the jam ends. This will include a rework of the picking up system to make it more intuitive and easier, a fix to stop objects from being lost and soft locking you, and more days to finish telling the story.
Thank you so much! It's totally fair that Hono is kind of expected to suck on Web haha, didn't mean to point out the obvious.
I haven't gone and reread my controls but that was written after 12 hours straight working on the game rather than sleeping haha!
I wanted to try out pixel art since I haven't really ever done it before especially not for an entire game. So the feedback is very much appreciated!
I got very close to completing the maze, atleast I think so. It was kind of frustrating trying to remember how exactly to retrace my steps when I could only see a small portion of the screen. Maybe adding a minimap that draws out as the player explores? It was pretty fun and unique though. Great job and congrats!
I did eventually get into a game loop getting about 6 mosquitos. This is a really cool idea that could be a fun rhyme game. I would recommend the control hints under the mosquitos are always shown in front(not hidden behind fire). There is a lot of detail in the art for just 24 hours though so good job!!



