Hey, thanks so much for playing the game! I had so much more in mind for this mechanic, but I had to scrap everything due to time constraints. I'd really want to return to it in the future and this time flesh it out a little bit more.
redplanetcat
Creator of
Recent community posts
Tank controls do lend themselves a little bit better to fixed camera angles, I believe. I always found Silent Hill 4 more difficult to control than three previous games, for example.
Regarding absence of story in the game - I totally agree, in a better world where Scream Jam lasts two months or more, I would've crammed the game full of cutscenes and readable notes :)
Thanks for playing!
Figuring out good camera placement was indeed one of the difficult parts. I've played your submission, Left/Over, it explores some of the similar mechanics, but your implementation is so vastly different, it was kind of enlightening to see how you tackled some of the problems I struggled with.
Thank you for the feedback!
Hey, first of all I want to say that your past games were a huge source of inspiration. Some of your games actually feel and play like authentic console games of the era, and this entry is just like that. Platforming mechanics are super smooth and floaty just in the right way. The visuals are spot on.
Incredible work as usual.
Really impressive how much you've managed to do! Especially the cutscenes - you pulled them off really well, I loved the camera work.
Environments are very nicely modeled and dense with detail.
There were a few camera hiccups here and there - but nothing game-breaking.
I kind of wish there was a little bit more to the stealth mechanic - as it is, I was able to just hold space and walk past all the enemies on the level. Would be cool if you would add some clutter on the floor that would make noise and alert nearby enemies - that might make the encounters a bit more tense, I believe.
Also, those scenes with 2D illustrations - super well done, and voice acting, even if a bit amateurish, still sets the right mood. Amazing work!
I really liked the whole audiovisual presentation - the voice mimicking sounds in the dialogue, the ambient noises, the door sounds. I also really liked the weird space-warping effects in some of the hallways, like the one with the candelabra in the middle - maybe they have something to do with changing elevation, but it looks surreal. Also the way levels change when you backtrack.
Being crushed in a crawlspace was legit unsettling. That scene was straight out of Junji Ito manga.
And I didn't even know you could do 3D environments like that in RPG Maker MZ.
By the way, what's with that VHS tape? I couldn't figure it out yet.
Really good modeling work, looks really good, and the corridor loops nicely!
As others have stated, the camera shake is a bit over-exaggerated. Also some of the screenshots on the page look hilarious, especially the one with the dude sitting on a barrel. I don't know if it's intentional, but it's funny :)
Hey, albeit short, this game feels very polished thanks to very nice UI design and some really nice voice acting.
One minor gripe for me was the overly extensive use of depth of field - it's really hard to see anything in the distance, and particles from the torch really obstruct the view sometimes.
Another thing - Synty assets look amazing, they're super cool to use in a jam and help to save lots of time. But I would've been glad to see you use them in your own way, without using a pre-assembled piece of map that comes with the assets as a demo. I believe the example map is mainly there to show you, as a developer, how to apply these assets, and make something your own with it.
But still, this is a very ambitious project and I had fun playing your game!
Camera trigger issues are certainly something I should've taken care of when doing bugfixing.
Right now it so happens that if two camera triggers are close by, the player can enter area B while still being in area A, then leave area B. This way, the OnEnter event for area A doesn't fire up, and the camera stays active for the second trigger, and you lose track of your character.
And the fix is somewhat simple - I only needed to add an additional event for when player leaves the trigger area.
That's probably the first thing I'll fix when jam ends.
Thank you so much for playing and for leaving feedback!
I'm thoroughly impressed with this title. It really feels like you've managed to create a true branching narrative with meaningful role-playing elements that actually affect what's happening. That's not something common, and I'm sure it took some serious planning to make.
I've played through twice, and both times reached a different outcome. First time I blacked out when climbing the hill and the game ended - I assume this was a game over? And the second time I reached the clearing on top and was shot (at least I believe that's what happened?), with parasite leaving the body. I assume there are more possible outcomes?
Anyway, it's great. Really impressed.
Sorry about the loud sfx!
The map layout might be a little confusing, especially with chosen camera angles. Basically, you need to enter this large hall:

and proceed to its far end, where there's two ladders on each side leading to the second floor. Don't ascend the ladders, proceed further to the end of the hall, there would be a room and a music cue would play. From there on you should be able to proceed further.
Hope this helps, and thank you for such positive feedback!
I will be sure to play The Sands of Betrayal.
This is indeed a really interesting concept. Trying to hide from something in a bathroom stall is the stuff of nightmares, and you've executed this really well. Creature design is really unsettling.
I figured out how to short out the hand drier, and then I moved to the air duct near the leftmost stall, used it, and after that the game closed. Is this the end of the game?
Not going to lie, I did not completely understand what I am supposed to do. I followed the instructions in the comments below, but wasn't able to progress after I collected all the notes (except for D4, maybe that's the case?). Also, notes B3 and C4 seem to play the same exact sound for me.
But still, this game seems very creative and unusual, and I really appreciate that.
Oh, sorry about that! Same thing happened when my friend was playing just recently, I was pulling my hair for not accounting for that scenario when the enemy in the room is still alive and the ending cutscene is triggered.
But you didn't miss much, just a screen with "Thank you for playing" message, and I can repeat that now personally: thank you so much for playing!
That's a little bit weird, didn't encounter this bug before! I'll definitely investigate. Could please you tell me, were you playing with keyboard or with a gamepad?
I didn't intend for the game to be significantly frustrating, but this is what turned out in the end, I guess :)
Thanks a lot for playing and for your feedback!
This was overwhelmingly addictive. Good thing there's upgrades for angle forgiveness - I figured out that at higher momentum values you can just keep mouse pressed without moving it and it just keeps cranking. This feature probably saved me from some intense wrist pain, because otherwise I wouldn't be able to stop myself from cranking it manually for an hour :)
Honestly, really good mechanics design and progression system - it feels so rewarding.
Oh, and also I tried to max out gacha chance as much as possible before even drawing one, since I figured they'd get a lot more expensive as I drew them. In the end I only grabbed a couple before the game ended :) I thought the ones on skill check chance and momentum decay were the most useful to me.
There's so much interesting world-building here! The story, even though it starts with a somewhat traditional setup, is interesting to follow because of that added flavour.
I found combat to be a little bit difficult - it's really hard to not get damaged, especially in the beginning section with the knife as the only weapon.
There's also a very distinct visual style which meshes very well with the story setting, I think. Particularily the fonts give this neo-classical / gothic vibe that seems close to what the society in this setting would use, I believe.









