Very neat game, love the old school RE/SH vibes. I did have the problem when first loading in that the character was in aiming mode without me holding shift, and as such couldn't move or pick up the note. I thought the game was broken at first, until hitting shift toggled the problem away. The problem re-occured when I switched weapons later as well. Aside from that though, I had a smooth, fun experience.
Recent community posts
I was a little nervous to boot this one up with the complete lack of description on the game page. But it was pretty neat once I got into it, I loved the visual style. The symbol for the darkness/antagonist meter in particular looked very neat. It took me a second playthrough to actually grab the axe, it's got a very pixel specific grab zone. But with that accomplished I successfully made a campfire with my ever-growing supply of thousands of logs that started accumulating in my inventory on their own. I'm guessing you didn't get accomplished what you wanted in the timeframe, as I didn't see any way to deal with the food bar. But I like the survival premise you were going for.
Fantastic job here! The story was well done, the art was great, and the creature was genuinely creepy as hell. [spoiler] I was a little disappointed the ending was as simple as a gunshot. When she went outside and spoke to the Sheriff I was half expecting it to be fake and she'd wake up inside again. Mechanically speaking, I really appreciate the shadow chasing you for a set number of screens and then disappearing. It kept it intense without becoming frustrating/keeping you from progressing.
This was a cute game! I finally learned how a bear shits in the woods. I do think you might've gone too big with it, I wandered around for quite a while and despite finding both a microwave and a toilet, I only got one of the ten sodas. I would've appreciated either a smaller map, or a smaller number of sodas to get (without reducing the total amount.)
10/10 best unofficial prequel I've seen. On a serious note, the visuals were very cool, the audio was creepy, and I appreciate having two different death mechanics. The darkness one did confuse me a bit at first, some kind of graphic indication I was getting got would've been nice-- though at the same time I appreciate not shoving in a jumpscare.
The setting and premise are super interesting, and the presentation is fantastic as well. I was just disappointed by the length, there was quite a story being told here that ended too quickly for me.
I love a classic CYOA! The imagery and sound effects really added to the experience. It wasn't terribly long, but you also worked in several endings and branches, so that's understandable. I particularly loved the line about it listening for sounds and not words.
This was definitely a strange ride. It lost me once she started walking home, presumably because I haven't read the source material, but I was enjoying it up to that point. You can definitely see the effort that went into this, with the multiple movies, and lots of transitions and effects.
This was amazing! I could see this being a commercial game on Steam even as-is. Obviously the narrative was the heart of the game, but I want to commend the soundtrack was well. It gave me Akira Yamaoka vibes, which I am all about. Which isn't to belittle the graphics, really everything was on point. I am a little curious what happened with Lang and Control in the end.
Well I'm glad I mentioned the error to you, there was a whole lot of game left! Really it only got better from where I got stopped last time. The machine hallways were super intense because I ran out of ammo, so it was a lot of panicked running around in the darkness, using my gun just enough to use the flashlight and then back to sprinting away from monsters. The command deck was a cool psuedo-boss fight, after which I really thought it would be the end, but you even included another level beyond that. I noticed you added and/or fixed the reload function, and also adjusted the starting dialogue to direct people straight to the gun. You even corrected the graphic issues I encountered the first time, of which there were only a couple. Overall this was super impressive, and even all the updates you've done post-jam are impressive. One of my favourites of the jam for sure!
This was an interesting experience! I felt lost through a lot of it, but I feel like that was probably intentional to add to the storytelling. I do wish there was a clear distinction between the father's and daughter's scenes, though.
Man this was tough! It definitely managed to be scary despite being about spoiled food, so kudos on that. The graphics looked good, particularly the lighting effects. I enjoyed the Zero-G/jump mechanic, it was a unique change of pace.
This was really well done! The graphics were unique, the fortune teller looked fantastic. Walking through the funhouse was one of the scariest experiences I've had in the jam so far! I enjoyed the story, but I do feel like the villainous characters were a little...cartoonishly evil? With their whole existence seeming to be bullying others, and not really having any other facets. But with the time constraints I don't really expect the minor characters to be fleshed out.
The visuals are creepy, the sound is well done, the snout is bumbled. I do feel bad that we seem to be the villains here. But regardless, I had fun, I played through quite a few times before I was able to win. I had a couple panicked moment where I just kicked a couple eggs about instead of picking them up. My only complaint is that I do prefer for my words to be legible. The blurring and shaking was less scary and more frustrating, but that's not a huge deal since it only really had to do with the start and end of the game.
As others have already said, the combat's too difficult. That's not so bad when you seem to respawn without any consequences. But as you said you intend to continue development, I do suggest lowering the difficulty at least at the start of the game.
This was a neat experience. The sound effects really added to the story, and the writing was well done, I was drawn in instantly. I got chills when the gunmen came out. There were a couple of typos/odd sentences, but that's totally excusable when working on a tight schedule.
This was fantastic! The ending was really cool. It was well-written, and a good length for a jam, not too short or too long. I couldn't figure out how to answer the walkie-talkie, but other than that I had no issues. And I took a fun little souvenir before getting to the cutlass c:
This was a very cool premise! As Animal said, I would've loved to see a puzzle or two or a little more variety in the fight. But, that's the way jams go. You got a complete game out and that's an accomplishment on its own!
As an alternative to making the boss fight more complex, you could also just lower the health so that it's a shorter fight.
This was really cool! I love this era of graphics, so I enjoyed seeing it in action with a couple modern touches like the grainy filter. I enjoyed the puzzles and everything worked pretty well, except if I was in a position to examine two things at a time, one would become stuck on the screen forever. This happened once at the boss's computer with the document beside the table. And then again in the room with the skull, getting both the "It's locked" prompt and looking at the note on the ground, after which I couldn't proceed because I couldn't unlock the next door. But the game is short enough I didn't mind doing a restart. The only thing I feel like the game is missing is some sound in the boss room ending, otherwise great job!
Ah, I was wondering about that. I did run for an elevator after I saw the door was blocked, but got caught in the process, and didn't want to play through a third time. (Not because it was bad, just had a lot of games to get through.)
I thought this was pretty cool, I liked the unique style to it. It definitely felt more inspired than a typical dungeon crawler. I did find it a bit confusing once I got down to actually playing. I think, if you plan on doing any updates to this, it would really benefit from an example round or two of play written out.
Unfortunately the narrative/world building was the first thing to fly out the window when it came to the time crunch. We did have stuff planned but just couldn't get it implemented. But I'm glad you enjoyed what we did get out!