Fair feedback. I think the game needed more content in general, although upgrades in particular probably needed some more stand-out options.
Thanks for playing!
Did not expect that kind of gameplay. I initially thought it was going to all take place inside the first room. I'll say, after interacting with the walkie-talkie at the start, my goal was made clear, but I only interacted with it by accident after trying to mess around with the radio myself; that is to say, the radio stood out as the first thing I should click on, not the walkie-talkie. Also, you can click through things, like the fence, by exiting the truck with the door next to it (although this is a bit of a nitpick).
The atmosphere was cool. The music was atmospheric. All around a good blend between Halloween and Christmas.
Awesome setting. I'm realizing the "fantasy" of a game needs some marketable appeal, even for a game jam. I'd say your cover art and title clearly communicates: horror set in some collapsed mine.
Don't you just hate it when you get lost in the endless tunnels of your own strip mine.
The retro style pixelation affects (and similar) look fantastic as far as homages go, but do get a bit tiresome after a while. The models are great, and the level design is too. If I stand still at like any point in the game, it honestly looks like some retro recolored photo of a realife mine.
I'm happy you added sprinting, but the tunnels were still quite long. I mentioned the level design, but honestly, the outside area was so detailed.
The sprinting SFX were a bit repetitive, but the general ambience and such sounded quite nice. Anyway, I'm glad my pockets were big enough to fit all those people.
Cool submission.
I'm so glad the performance wasn't an issue. I recently upgraded my GPU and knew from experience just how bad an Unreal game can be. I didn't actually use Lumen, which I feel is the main bottleneck for people, so lighting was partly baked and partly simulated using Unreal's older method.
It's interesting to hear your experience with the environment, not knowing the mess that it is when viewed from a level editor perspective, lol. I'm glad you liked it. The stairs probably weren't even attached to the walls at some points, to be honest; I remember fixing a few instances like that, where I just wasn't paying enough attention, lol.
I'm glad you liked the humor. I've always been a fan of how Portal 1 and 2 did a similar type of deadpan humor mixed with a bit of scifi horror.
I'm glad you enjoyed the walk. Thanks for playing.
And, shhhh, OSHA need not know.
Dropping would have made more sense, or maybe Mission Impossible style, the sawblades are above you, or something. To be honest, the ending was rushed. This was not originally meant to be a walking simulator, but partway through, I realized my puzzle mechanics were brutally dumb, and shifted towards a more atmospheric walking experience.
I'm glad you still enjoyed it. Thanks for playing.
Dammit, subtitles would have been smart. I looked up Machine for Pigs now, it looks really cool, I might wanan try playing it. The inspiration, I suppose, is Portal 2's massive underground facility, but horror; from there, I made whatever I could muster, lol.
I'm glad you enjoyed it. Thanks for playing.
That was surprisingly long for a game jam submission. The two most annoying issues were: 1) I don't slip off walls, and can get stuck on doorways, and 2) you don't know how many people you still need to speak to (if I missed one on an upper floor, I wouldn't know until I try to open the front door.
Aside from all of that, the visuals were quite nice; the shadows a bit harsh, but the models were neat. I love the retro style, and the face stitching was quite eerie (especially paired with the dialogue). I'm glad you added sprinting, not just for the chase, but also to make navigating around more convenient.
Neat submission.
That was quite fun. The leaderboard definitely motivates one to keep replaying. The visuals are neat; I especially like how the farmer turns into a zombie when dying. I wish there could have been more upgrades.
Initially, I was going to comment on how zoomed in things were, but to be fair, that's a normal thing to do for horror games. I still find it a bit awkward to work with, so a suggestion might be to stay zoomed in, but nudge the camera towards wherever the gun is aiming.
The constrained nature of the level was annoying at first, but I found it quite useful to funnel the zombies with. If I wasn't careful, I'd end up backed into a corner, so it became an interesting tactical mechanic, where I needed to herd the zombies best so I could reach them with my gun, but also not get trapped by the horde.
I feel there wasn't enough when it came to damage FX, in particular, the player. I didn't even realize I was taking any damage the first run I did. Some louder VFX, some particles, and even some UI stuff (like a red vignette when you're low on health) would go a long way in this regard, I feel.
Genuinely, fun minigame. Cool submission.
Awesomely retro-feeling game. This makes me think of some Halloween-themed Jak and Daxter collectathon. I'll say that I didn't understand that my goal was to get the keys initially. I actually thought I just needed socks for whatever reason, and partway through collecting the socks, I found the worm who actually told me why I needed them. The spinny combat and glide mechanic felt quite nice. I totally understand why you'd recommend using a controller, but I still managed on keyboard and mouse. Finally, the bell memory game swaps to a zoomed-in camera when you get behind the bells by a little bit, which is easy to do while rushing over to hit them; this led to me twice missing the order for the next sequence, because the camera wasn't framed on the bells.
Very retro feel. I love it. Great submission.
Gorgeous visuals, especially the backgrounds. I like the varied character designs. The spikes parkour took me a lot longer than it should have to get used to, but once I did, it was a reasonably engaging challenge. The guessing game with the pumpkin guy was a bit obnoxious; I'm not sure if I was just unlucky, but it was almost my fourth guess. Again, great visuals. The game wasn't exactly scary, but the horror aesthetic and creep factor were definitely present.
Cool submission.
Cool concept with the low oxygen on an eerie station. The beeping sound was very stressful. The puzzle confused me a lot at first (not sure if that was just me). Visually, the game looks great. I love the PSX style, but with some more modern touches (like the reflections or higher quality lights. Audio's great, too. The story idea is quite nice; one of the more fleshed-out stories I've seen from this jam so far.
Cool submission.
Short, but sweet scary.
The jumpscare got me the first time, but less the following times. Also, I feel footsteps on the monster would have made being chased by it a lot more anxiety-inducing.
Cool concept. The execution with multiple days was creative, and I like how the tea house grows unrealistically, like you might expect in a dream sequence.
Neat game.
Holy shit, these kids are a-holes. That first encounter, where I was still trying to learn the control, damn near gave me an anxiety attack as the knocking kept getting louder, then the kid let himself in.
Very creative idea. Good audio (the knocking sounds passive-aggressive, lol). The mechanic was interesting, and the SFX with summoning candy were brutally sounding. Cool jack o' lantern, too.
Short, but sweet.
I feel the monster stood out a little too much. There was at least one moment where I was just staring at him and then realized I'm meant to walk a lot closer for him to disappear. The audio could use some work too.
That being said, there was a serious creep factor to the game. The ending didn't quite get me, but the build-up had me sweating bullets. There's something so eerily familiar about turning off the lights behind you. The walk back up where I had to turn off the lights had me walking backwards a lot of the time to make sure nothing was following me up the stairs, lol.
Visually, the game looks great; love the retro look. The monster had a neat, uncanny design too. Arguably, a short game is actually ideal for game jams like this.
Cool game.
Wow, this like restraunt rush meets surgeon simulator, but all in a retro horror package. I love it.
I will say, some progression would have been nice, other than just an increase in difficulty, and maybe some indication of how much patience is left for the customers, I found myself not really stressing about it.
Still a cool game.
You weren't lying when you said it never ends, huh... I realized the Hold Escape to exit was more of a "Thanks for Playing" when I saw it the second time, lol.
Very good puzzle design. Cool mechanic, well executed too. I love Portal 1 and 2, and this reminds me of those games in the best way possible.
The meat grinder death was also so gruesome. You don't see anything, but it was way slower than I thought it was going to be...
The ending was cut short unfortunately, and I'm fairly unhappy with it. I would have preferred a more cinematic ending, or perhaps just a proper boss fight. I am happy with the visual look, I've not done this style before (2.5D), and think it turned out nicely.
I'm glad you liked it, and thanks for playing. I enjoyed your game as well.

It took me a moment to get used to it, and I didn't initially realize you could aim your guy, leading to some frustration with my first run, but then I realized my mistake, and the gameplay opened up a lot.
Cool game. The slo-mo aim system is addictive. I didn't think I lost all my hearts, so I suppose the game ended due to time.
Love the 2.5D. The combat felt fairly nice, although I do think the player taking damage needed a bit more feedback. I thought the game had bugged out when I died, because I didn't realize when I was taking damage.
Visuals are nice. There are a decent number of SFX. The music was cool. Finally, the use of theme was neat.
Cool submission.
Very interesting idea for the theme. It feels like a cool spin on a more typical shooter dungeon crawler, where you can now prepare for a room in advance. I found the item system a bit confusing at first. I wasn't sure what to do with it. The parry was neat; I took a few hits when I was surprised and attacked, but then got the hang of the parry.
The environment looks quite nice. Very relaxed and calming feeling. Which, honestly, made the creepy enemy even appearance even more of a jumpscare.
The level design is neat, and most rooms are filled with a number of props, giving the room more visual appeal. The sensitivity was exceptionally fast for my tastes. Even though there weren't any bullets visually coming out of the guns, if there were SFX for shooting guns, and SFX for when bullets hit things, it would have added a great framework for the player's imagination to fill in the blanks around.
Still, the game had a decent amount of content, especially for a 1 week.
Cool submission.
Very cool idea for a game. Great use of the theme. The waltzy music was great, and it fit the Russian-theme nicely; I love the Papers Please nostalgia.
To be perfectly honest, I found the game a bit too easy. I made it through on my first attempt. Tried again with different skills and items and made it through again, just fine. Too much challenge can be a problem in a game jam game, so I understand the issue of balance (I personally suck at it), but things felt a little too easy IMO.
Still, very cool submission.