Visuals are really cool, but the light is so hard for me to dodge I get close but get close lined! This might be the point, but I want to see the ending. Did you animate the hand animation yourself it looks nice btw?
Palin_drome
Creator of
Recent community posts
Man the ending was cool and actually spooked me I also I liked the video messages you got daily too, but MAN! The gameplay is sooo tedious, it might need to be entirely re worked as a mini game or have everything placed close together as it just completely destroyed pacing (ToT) of what otherwise was quite a nice jam game in my opinion!
Huge game for a jam, surprised there was two different bosses with one becoming an enemy. Wished the enemy (white blood cell I think?) projectiles were a little slower it feels impossible to dodge them its almost hit scan like. Searching for the button is not always fun, but I think they mainly just need a visual tweak to stand out a little. Visuals definitely disturb me which I'm pretty sure is the intention so good on that (T▽T). I also appreciated the difficulty settings as I did not want to have to start over again but would've dealt with it if I had the time haha.
That was really cool the ending was awesome, and I liked how it had a special animation when you re opened the game. That said there is some jank with the player controller and while one the ladders/bars it's possible to move past the gears without collecting them, same with moving too but it didn't happen consistently. The camera aspect is a little cramped so level design should take that into account as well. Just something to look into to polish the game cause this was pretty cool, and I could so it going somewhere with more polish in a bigger release.
That was really cool, and shows how much I could improve in Godot though I got stuck in level 2 because I didn't notice that you could pickup the carpet arrhg the one thing hurting me experience I got a little frustrated getting stuck in a loop with that. Also I noticed the CaseOh on the pizza box nice touch haha.
I hate ravens I hate ravens I hate ravens, I want to complete one level but these evil cretins snipe me from across the map. I think this game would play much better if I would see further and plan moves, you could keep the fog of war to keep things feeling claustrophobic but as it is its too zoomed in for me. Also it's possible to move through walls and more spaces than a king can normally move but I think getting sniped across the map is a bigger issue. Atmosphere and sounds are good and I like the jump scares I just wish it felt more fair.
Grrr this seems so cool but I think only level two works and the tutorial is busted, I wasn't able to open the book in the tutorial or interact with anything. I feel like I was supposed to be given more info than what's in the medpedia to do level two, I was able to open the alien up but I wasn't able to remove any organs. If you made a video guide I could at understand what to do to at least play level two. Still this is a cool jam entry at least just wish I was able to fully enjoy it.
Made it out :). Is the video not working I just see a black screen, also it seems I can't escape from the black screen. So I just found out the path that didn't have a 'Damage Video' popup to exit. Audio is nice and I like that you used your own voice for SFX, the environment is an asset but I think you could make a better one using the same texture by displacing a tunnel in blender. Some aspects are hard to judge since it seems they aren't working currently with scares, but the audio in them is nice.
Cool use of the theme and diversifiers, I wish there was more interaction as this game almost comes off as a personality quiz otherwise which is the games biggest weakness (got the same result as Sleep Flight Games haha). Really great presentation though and I enjoyed the way you presented the narrative as through the terminal.
This is pretty cute and does get tense in parts when you're not sure if they are infected, also there seems to be a bunch of towns with 'gooner' in the name haha. Head bob is a little too intense which is funny cause picking up the trash lids is so smooth, phone interface is cool but I think it might be more intuitive if it activates with escape like a pause menu instead of tab, would be cool to have a game on there ;‑). Bugs I noticed: struggling sound continues to play after you dies/reset, can't side step up stairs you can only go up when moving forward. I got a high score of 10 so far, I assume the game is endless?
Damn that is so true, I reused this same FPS controller from a previous jam that had a ground pound and I know how to implement this BUT I would have to rewrite the controller I used for this game to do so. Heh gives me an excuse to do so ¯\_(ツ)_/¯, the game actually has a shotgun jump ability as well but current levels don't make use of it.
Fantastic, really great story I feel the heavy themes in this one. This more like a playable short story rather than a game, but it does that aspect well. The only thing is the camera bob is a little weird (nitpicking) and I'm usually someone who isn't bothered by it, fortunately there is only a little walking in this game but it could've been an issue in a bigger game with someone who suffers from motion sickness.
Cool game everything sound related is fantastic! I also like the environment design, but I wished the game had an ending besides credits. I did encounter a number of issues like with the monster, and reloads which I mentioned already in discord. The gameplay does get a little repetitive but it is using a unique concept to create the gameplay loop, if this was expanded I would try to add some other stuff to do besides pressing arrow keys (and if you can defeat the real monster which is pathfinding in Godot could make the monster smarter or more dynamic)
Okay so this is fine as game jam game that is a Baldi's clone, but you should really differentiate from your inspiration and go beyond it if you want to continue working on it, aside from that I do I have some issues.
The main one being the spelling or rather guessing game as that's what it is in its current state in V 1.1.0. A good example of this is when the game gives you the prompt: "te_t" which could be the words "test", "text" or "tent" and there is no way for the player to know this unless they were the developer or played it before, so I guess "tent" and get it wrong. The second is map design, there is some clipping and unaligned textures in the ceiling which is expected in a game jam game, but your game has simple environments which look very similar so it stands out more. The last is that the Baldi's games have items which I don't think your game does (I could be totally wrong but I never found any)? Which makes it harder to win without playing optimally and knowing the route ahead of time when Blinky goes full speed.
If you differentiate and solve these issues I think you could have a solid game, and even though I am harping on the technical/design issues I think being too similar is your games biggest weakness.
This is quite good and runs well in the browser, the sound and music are great! I like how it uses the resident evil style camera as part of the challenge, that said the game play is a little simple which is also part of the charm (also incorporating a theme). It does do a good job at building tension as well like when all the doors start getting knocked on. I do want to point out (this is real nitpicking territory) that I notice you have linear sampling on your materials instead of nearest, and nearest gives you the chucky pixelated look I think you were looking for in a PS1 otherwise it's more like an N64 game which is fine but I don't think that was the style you were going for?
I really liked this, this was cool take on SCP. I could see this easily being expanded on in a bigger game with more ways to interact, the only issue I had was that in this jam game there are limited ways to check what makes something anomalous; you can really only look, and the conveyer is quite slow (with slightly jazzy music which I don't really feel fits the vibe). The note and camera jump scare were pretty good definitely some horror, and I managed to get perfect scores but I messed up the radio once cause I wasn't sure if hearing a breathing sound is something necessarily anomalous, especially since it can be interacted with like a normal radio.
Got all six keys, really nice, a platformer in the browser, very cute liked the vibes too. Could use coyote time and ledge grabs to make it easier, also jumping on thin poles is not fun especially without those two features, controls are good regardless. Visuals are designed to be retro but could still have vertex shading and basic box reflections to really up the quality.
Okay came back with a clear head (sorry I was a little irritable the day I first played) I got it but I couldn't tell why it was the order it is? Also I noticed the game isn't completely paused the O2 still goes down just an FYI (though people aren't normally stopped on a pause screen). Glad I got to finish it :) and I did enjoy the valve puzzle. Thank you for noticing the Zaku profile pic I tried your game cause I saw jellyfishdev on discord did too.
"I'm always hesitant to implement path finding in a jam game" yes it was a major issue LMAO, the game also needed 3 layers of AI to get the diner active which made it so play testing wasn't really done until the last hour leading to high difficulty (you can't win the game is high score btw). This game needed way more prep, and a FPS controller and menus made ahead of time, lessons for next time if I'm on a team or solo tackling a challenging concept
V what that guy below me said :0, I did genuinely get spooked but this was very short. On actual critique I think there should have been environmental ambience/sounds and the next time you make something like this you should find ways to incrementally change more of the environment to build tension for longer, (and make a monster chase you cause that's always spooky)
Interesting, very dark. I enjoyed this and it has an interesting concept/story, but I visuals & UI could use some touchup I think it should be more consistent with pixels and 3D lighting but that is nitpicky, aside from the UI on the side being not so obvious. Interesting combing the "Impossible Game" gameplay with Undertale -esque inspired visuals makes for a unique experience.
WOW GREAT story by far my favorite in that aspect! Very eerie too one of the few games I actually felt scared playing "I want to live a happy tale..." I want to have an UNDERTALE! Good job on the player abilities and balance it feels like a good RPG some RPG maker games really neglect this aspect, the only downside is that I feel pushed into using "Life Ender" to win most battles. Some of the sounds are a little grating and I know some of these are stock RPG maker SFX, so just something I'd recommend looking into for future stuff, never used LMMS but I am interested in that software cool to see it used. <- you mentioned to download the game I messed up my bad had a good time regardless.
Very cool ,compact story/game, I felt like Axel in the Journey to the center of the earth book when he gets separated from the group and wanders blindly through caves for a week in darkness lol. Going back in to kill multiple monsters felt a little tedious and ctrl (what I assume crouch normally would be) shoots which fried my gamer brain who wanted to crouch to get past rocks. I also completely nuked the games performance by turning shadows on the highest setting and not restarting <- My bad maybe limit the game to one shadow setting or it's just my PC? (7800X3D CPU & RX9070 GPU) also can't pause to change settings in game so I couldn't figure this out without restarting. The cave system design is this and I'm a little curious how it was done, enemies felt a little dumb and it's easy to get lost which I think is the point. Anyways I enjoyed my time and I might edit down and post my reaction (if the bad performance footage isn't too bad lol):









