Glad you liked it! I wanted it to be a poignant ending but it does make talking about the game itself rather hard without spoiling it 😅
Nicolás Jaramillo Ortiz
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That sounds super fun! I love reusing characters in different games too - not necessarily to torture them though haha poor guy
I’ll definitely give Divine Omen a look! Also of my games I would recommend You’re Next, it’s pretty text heavy but based on the stuff you make I think you would enjoy it :D
Thank you very much, I’ll let him know! He has a band if you’re interested in hearing more of his material: https://open.spotify.com/artist/1hvS2ENbsNy5tcG1Uc0jlb
Also I’m really glad you mentioned the background color fade hehe I was very focused on making the ending land so I’m glad it stands out
Great presentation! Visuals and sound work together neatly, and the puzzles are challenging enough to keep you going. There are some issues with the controls and getting Timmy to jump when you want him to (especially when trying to jump near the edge of platforms) and also the timing of the moving platforms sometimes isn’t the best when restarting a level, but nothing that can’t be easily fixed. Good job!
Hi everyone! I’d really appreciate it if you can check out and rate my game, ERASURE:
https://itch.io/jam/stop-killing-games-game-jam/rate/3734448
I have planned some extra features and reworks for after the jam, your feedback would also help me a lot :) Thanks for your time and I’ll be checking out your games as well!
Thank you very much, I'm really glad both you and your brother enjoyed it! If you're interested in similar games (dialogue-wise), we're going to be releasing an english translation + content update for La Maldición del Cruce pretty soon (by the end of the month at the latest), and there's also You're Next which has the most writing I've done on a single game (and has an easter egg or two for people that played Blade of the Overlord).
Once again, thank you for playing! 😁
You're 100% right! I've been asking this question a lot and almost everyone keeps the card, despite (I believe) my bias for not keeping it showing in the text. I *did* try to balance the endings out as much as possible so that the one I don't like didn't feel like a "bad" ending, as a bit of an afterthought tbh, and in hindsight I'm really glad I did 😅
Thanks! We were reasonably satisfied with our ratings all things considered (I'm especially proud of the #4 in presentation), but it's still very rewarding to see how people that did actually play it had a good time and also saw the potential we have here - it's the main reason we decided to finish the game with a full version in the future instead of just fixing bugs and leaving it there.
Thanks so much for all the suggestions!
The idea for the tank controls were primarily to avoid any movement dissonance between camera angles - since there is a button that explicitly makes you move forward, you always know in what direction you're moving even if the camera angle changes. I do agree that it could do with refinement and maybe an alternate control method (I think point and click could work but it would also generate friction during chases so that would beed a bit of a rework), so it's something we're definitely going to think about in the future.
The keypad for Nick's room was a nod to his favorite game (Deus Ex) or more specifically the whole pantheon of immersive sims where the first lock is a variation of 451 / 0451, and where problems often have various possible solutions to them - in this case, finding an adequate window to smoke in the second floor could be solved either at Nick's bathroom window or through the balcony itself, and the other bathroom's door had two possible methods for opening it. The mention of Nick's favorite game was in passsing and we planned for someone else to refer to that again when spoken to so we'd also implement that in a further update, but regardless we made sure to keep it 100% optional and also "equivalent" content-wise to the rest of the second floor.
I also agree that the office area needs a rework - the trek through the corridors was supposed to feel super weird, as if you stepped into a place that's not quite an office for a bit, and hint you on how the Entity is starting to reach out and impact the "real world". We did rush it a bit so we're definitely going to give it another pass and think about how to empasize that mood further.
And yeah I'm still having a bit of trouble finding the character's unique voices when writing - I have a clear idea on how the characters are supposed to act and think but I still have trouble keeping it all in mind when actually writing the dialogue, but I'm going to keep your tips in mind! And also I do feel like the only way I can get better at it is by practicing so I guess this is just another step in the road. But I hope I can get there soon!
Once again, thanks so much for your time and all the suggestions! We're going to work on a "full" release in the future (probably at some point next year, maybe near spooky season) and I'd be stoked if you could give it another shot once it's done!
Thanks so much for the reply! I'm really glad to see that you engaged with the themes as much as you did, you picked up on all the important themes I wanted to convey. The concept, purpose and origin of the Entity shifted a lot during development because I was trying to make it fit in as best as I could with the actual ending. I'm pretty satisfied with the conclusion I reached with it (powered by fear, manifested physically by electricity) but there are some parts of the dialogue that could better reflect that direction so I'm definitely going to take your advice re: narrowing down the focus and setting up the actual ending a bit better thematically.
We're going to work on an updated version in the (relativaely near) future, taking all the great feedback we got into account, and it would be really cool if you could give it a spin whenever that happens! And again: thanks so much for taking the time to reply! If you have any other advice or feedback or anything else really then hit me up, I'd love to chat more as well!























