man that's insane commitment to the project, haha. I wanted to suggest using sprite sheets and animating characters independently from the background, but it seems you already knew that. It makes sense that you'd switch to faster workflow in the jam setting when the speed is key. It's better to have it take a few seconds to load in a browser instead of not finishing the entry!
redistor
Creator of
Recent community posts
That was so lovely oh my god! Like no joke one of the best concepts this jam and the execution was so well done! It managed to make me chuckle
I don't know if this could stand as like a full release, maybe if you really leaned heavily into some good twist at the end. But it was literally the PERFECT jam game, short, sweet, pretty and funny. 5/5 in almost everything
I gotta say, that is a shit ton of guns to have in a game this simple. And it seems that you have put a lot of care into them feeling different, I think I noticed even some damage drop off at a distance. If I had to give you some advice it would be to focus on one gun! make it feel the best you can, some people probably never got to like a 5th gun. btw, the garand had the best feel imo.
Yeah but it was pretty enjoyable to run around and shoot stuff. Focus on polishing a single gun and maybe some simple environment to run around and you have a pretty neat game.
You asked for feedback so here I come with a shovel of real feedback.
First of all, great job on making a game completely from scratch. Sure the art is simple but it's coherent and easy to process. The free drawn aspect also adds a little to it, it could've been completely sterile straight lines and it would look modern but without a soul :)
the music fits and doesn't distract, sfx same. +1 for again going from scratch!
And for the gameplay, I am extremely impressed by the amount of content you were able to put into it. And at the same time it's a little bit of a curse. The biggest design game flaw you have are the actual mazes.
So for the maze to be a maze - you have to have dead ends
at the same time for the maze to be a puzzle - you have to be able to look at the whole maze and "solve" it. Otherwise it's just bumbling around in the dark until you get the "right path" which is just not fun.
So in this case I think you should take one of three approaches
- either add a possibility to view whole maze (like a map) - this makes the maze actual part of the puzzle
- get rid of the dead ends - keep all of the parts of the maze that are required to solve it
- or something that a lot of game designers like to do - use dead ends for cool stuff! collectables, lore, secrets? whatever you like. This approach encourages exploration
And now for the last part which frankly turned out to be my favourite part was the little lore drops, the writing. I didn't expect the writing to be this engaging about some flat shapes, haha. I've gotta wonder, is the flatland secretly ruled by circles? they seem to have easiest in this society.
So overall, this is a great result for your second jam, congrats.
okay so I didn't give it a fair try by just jumping in without even reading the description.
but that was so cool. I got so lost in the beginning and it was a surreal experience. I understood that I needed to perform some jobs but it slowly got a little creepier and the tension was rising. And when I finally connected the bars to the different minigames i was in the god damn flow, running from device to device. It was a blast.
You probably could've made it way scarier and tenser with creppier music and SFX but honestly? Maybe you shouldn't? the unsettling visuals and rather steady music were a weird contrast. With the phone screaming and something trying to get out of the god damn cage it was tense and at the same time it kept me in some sort of weird flow
I really liked it and I honestly don't know why. Something here really works
My second favourite entry
Hi there, really wanted to join the jam when it showed up on my feed, but it somewhat overlapped with the giant Brackeys jam and I just don't have enough energy in me or time to jump into another jam while I still haven't recovered from the previous one.
Is there a chance for Pizza Doggy's #5?
The themes were cool so far and the scale is also a little more friendly than the giant game jams hosted on itch, so I'm looking forward to it!
SOME spoilers below
Not me completely missing the hint and hammering on with life, love, live or even SOIL. I don't know why would it be soil but I was desperate, ok? I did eventually stopped brute forcing and figured it out based on the clue, haha :D
I gotta say, the game is a delight! I did the same approach of taking the theme of strange place as afterlife which tells you more about the protagonists actual life. What I didn't have is so many beautiful and interestingly designed characters. I feel like there has to be more to these characters which I don't catch on, probably represent some concept or are inspired by some mythologies? Rude masked man seems to have masks made of emotions but what role does he play in this version of the afterlife? and the Eye woman which seems to know everything and always keeps an eye on you?As you can see it got me thinking more about it so I think the world building works!
I also have to appreciate the complete lack of bugs, which are pretty common in jams. Nothing has crossed my radar, it was a smooth experience.
Hats off you, sir.
THIS ONE is my favourite so far, and I don't think anything is going to beat it. It's so interesting to see how different our games are while we do share a lot of assets. I gotta say, it was a blast. The atmosphere you build up is insane. And honestly the amount of the mechanics you crammed in? how the hell did you manage to do that? you have the regular interactions with items, picking them up and using for specific puzzle pieces. But also cassettes? (listened to all of them btw) The hole hunger/sanity system? the cursed item mini game??? and the sanity effect was so fucking cool. I feel like I'm fangirling here.
I honestly don't have any criticism. MAYBE for the jam's sake you could make the shotgun spawn earlier. cause jammers don't know how big the game is, they might assume the picking the items is all there is.
I never worked in a team for a jam. But man if you're ever up for another jam I feel like we could make something cool. My entry for this jam is way more narrative focused but I think games I made for past jams tried to do similar thing, and I also do godot.
This was great
5/5
It's a shame that such a pretty game and gorgeous game is held back by bugs that soft locked me twice :c
A lot of people already mentioned the bugs so I won't dwell on it. It's a pretty game that to tries to tell a intriguing narrative in a intriguing setting. It's the world that everyone hates. POTENTIAL! Probably getting a 1 more experienced programmer on the team could make the difference, but don't give up on it just cause a few bugs have filtered some people out!
I got all 3 generators. Did I scream the first time he appeared from behind the wall? yes.
But after that, he's a little too easy. You might be seconds from dying and just poof - turn off the flashlight and you're good. I think he should be able to see you if you're close at least without the flashlight.
But besides that I think the coolest element was waiting at the gens waiting for the bar to fill up know well he's coming. This was the most tense part and that's what you should work with.
I didn't get past the "analyze the residue", not sure if it was bugged or I was just being a dummy.
But that was so unsettling! that constant hum of those otherworldly pillars was keeping me on the edge of my seat. I feel like the game needs a lot of polish, the shadows are a bit wonky, assets don't mesh that well together, the ui is a bit primitve etc.. But, you seem to have a knack for building the atmosphere. Despite those drawbacks I was so intrigued by those pillars and the constant noise that then changed into almost a melodic hum coming from other pillars. So cool!
It's a shame that I am so god damn bad at this type of games, because I cannot really appreciate them fully. I did persist long enough to beat at least one level to rank B, after like 20 trys.
And I can say, once you enter the flow it GOES HARD. Only for it to do the hold down this button while you click another one and I crash out completely and die, haha. I probably could learn this pattern with enough practice though.
Seems like all of the songs are custom made which is insane cause they are such a bop. And visuals despite simple complement it really well.
If I was to give feedback, which I feel I am not a correct person to listen to - something, some introduction that would make it easier for somebody like me to get into it. A really simple song where you always land on beat in a constant pattern, a place to first learn the "Perfect!" window, then after few bars add the directions etc. My first games were like constant failures after first 8-10 notes, so a playground like that would be useful.
You should export it to windows too, it's a shame because it seems that the web build is holding you back and you seem to have a cool environment and pretty graphics. Let them run locally, so we don't have to deal with the stutters.
You can still upload new versions if they are bugfixes or supporting different platforms :)
That was my stupidity, I completely missed the room with the chicken.
After coming back I have to say I really like it. Although I have a problem with the text system. I did feel like i was fighting with it. Like a phrase "use key on door" didn't work, and combining stuff requires separation between words. By that I mean - I type in combine item1 item2 item3 and it fails. I thought I was wrong about the puzzle, but its just a case of typing combine item1 and item2 and item3.
Adding a little more flexibility here would made the experience better but it still was really good. It seems that you handle some really bizarre actions I wanted to take and gave them a cool flavour text :D
You wanted some playtests, here I come! I will rate the game after completion.
and I am immediately stuck, haha. I have the stick, the hook, I know there's something under the grate. But I don't know what to do. I cannot search the shipwreck and I cannot use the stick or hook for anything.
Hints are appreciated, I will try to finish it
My first played game of the jam and it was a delight. I really like the fusion of mechanics here. Binding of issac combat and rooms + souls campfire mechanics (but you choose when to build another one!) + you build your own level, 3 choices at a time. Really cool and fitting the theme.
There's really nothing I can critique in terms of the core. But during jams I always want to give some actual useful feedback, so:
I did encounter a small bug when enemy is to close to you, you're unable to hit them. And the "run out of money" screen could use more info, cause I was a little confused at first.
I really liked it!
Kinda feels like celeste - haloween edition. Work a little on the game feel (movement feels a bit floaty, like a ghost hehe), some more sound effects during the movement and animation frames to spice it up. The main mechanic of turning into ghost with limited time is the best part and I would leave it as it is! Oh and the last jump onto spikes, I didn't realise I can sprint, so whole game before that is doable without the sprint. The last jump I've had to use it and it was much easier :)
yooo, that was actually somewhat of a problem in the olden days, so called bodysnatchers that dig up bodies to sell them to universities. I think the idea really suits the theme. The gameplay despite being a bit funny (running speeds are insane lmao) actually works quite well! IT has a high skill ceiling, you actually get a lot better at it the more you play.
I think what this game misses the most is audio, you could give this very cool art so much personality with simple sfx and/or some music!
Yeah, when exporting for web I recommend always capturing on click if it's not captured already captured.
Trying to capture in something like a _ready() function won't work because browser doesn't allow you to arbitrarily capture a mouse. What if you're for example at the bottom of the page, reading something when the capture is called, it can't allow that.
That was cool and made me scream only once, thank god. If this is what being graverobber is like then I am not changing my career, thank you. The long arm guys are fricking terrifying, you know if they did like some scary ass scream while chasing you I would probably have to stop the game, so this was like the perfect amount of creepy for me to actually finish it. Take that duke.
So I must've gotten lucky but on my first playthrough, I've explored so much of the maze and almost gotten comfortable with the environment and randy has scared the living shit out of me. The gameplay is really simple but I love the atmosphere, the colors and the sound design.
Btw, toggling full screen using the fullscreen button in the main menu causes the mouse to be captured 100% of the time on the web build. When I used the built in full screen button from godot it wasn't captured. I recommend you include a instruction about that in the games description :)
This is my highest rated game so far, I honestly loved it.
It doesn't have the most flashy graphics nor a brilliant soundtrack. But the levels are SO WELL DESIGNED. I didn't feel frustration at all. It's not like the puzzles are easy, they are pretty hard, but I've breezed through them! You've done such a good job of presenting the mechanics, like the blue spikes for example. They got like 2 extremely easy levels that tell you everything you need to know about them and get you used to them.
Thanks for making this :)

That was fun, reminded me of Portal somewhat - the rather serious setting and art while being funny.
Stacking piles of bodies is definitely a great pastime, and making game around physics system is HARD. I've enjoyed the puzzles even if some of them required a bit of luck to pull of :)
If I had to critique something - I think the levels don't need all of those additional assets, like the boxes on the wall and the damn fake levers i think i can pull! Look at how portal does it and still looks good!
I'm glad you liked it. Your answers are honestly REALLY good, this is where play testing could've helped immensely.
I have like 150 possible answers I check for and rate them on a different level, and somehow in all this mess I've got all spellings of Alexey except the one I should, lmao

For the rest - Explosion - completely reasonable, I just didn't have it, Fear was max points and Turbines is also reasonable but I would give it half points.
So you definitely should've gotten it!
God damn vultures scaring the shit out of me. Loved it, visuals are incredible, simple gameplay loop that's surprisingly fun.
If I had any feedback to give, I think the progress should be kept when exiting. I can start digging while nobody's around and I have to hope that no ones around, because when the sound queue plays I feel like it's too late.



