Very cute! Mouse is a bit too sensitive and the motion blur is a little too high for my liking. I couldn't finish it because when the game prompted me to do something I missed what I was supposed to do and then it just started looping the same message, so I replayed to see what I was supposed to do and this time it didn't error?
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Thanks for replying! I actually went back an hour later and realized the game ended two frames after where I had died in my best run, so you're right about it being short enough that the FMV's don't overstay their welcome too much. I think it was more frustrating early game because exit frames weren't marked and I felt I didn't have the time to explore a frame to find the exit points without dying (And you hide the cursor during FMV so I couldn't even prepare my cursor in advance), so I died a lot (and watched the intro sequence each time as well since I didn't realize ESC skipped the intro, since it didnt work on the others). But honestly that might be the experience you want to sell, and it was overall good so I guess these are just some thoughts heh ^_^
I think you could basically leave the game unchanged by simple putting a watched/unwatched flag on each FMV and let the player jump to the next idle frame only if they've watched it AND died (including the death scene for that location).Then pixel hunting the exits is fine, and dying is just part of it, because you can quickly make up your lost progress. I know you want the game to be longer but I think the player would get more satisfaction out of expanded gameplay itself and not artifically inflating it with inconvenince. Since it's all already been shot, simply having more items per room to interact with would be a neat idea, provided I can skip to idle, since this would increase the fenetic pace by looking for the right one. Giving in game achievements for finding every death is another idea, because then at least you feel like you're still moving toward the end of the game even in death.
But the other option if skipping to idle is a no go, is to clear up the exit sweet spots (maybe just make them a little larger) and extend the idle (I'd consider adding enough time to hit each item and sweet spot at least once if you know where they are, plus a little bonus inventory time, before death state fires - that way if the player comes in to a frame fresh, they can use that inventory time for more exploration, and if they know what they're after, they have enough time to mix). You might have already done this but some players are slower than others so extending a little can help, just knowing you might overstay your welcome and hit the death state is enough to keep that pace up, even if it's a little more chill in how quickly it fires. For me an extra second would have made a huge difference, at least reflectivly that's how it feels, but it's hard to say. You could also have the first death fire at the same rate and each additional death scene/ location takes a little longer, so the player still feels like IT COULD HAPPEN AT ANY MOMENT. Another idea is for every death each death idle extends by a second, so that the game curves you down to finish it, the longer you player. The illusion of random times would also increase the panic.
With the internal monologues, I misinterprete both sections because of it - I did actually get an item from the darkened area but didn't realize because there isnt any player feedback on it (that I remember) so maybe just adding a rolldown effect on the inventory after you get an item, so the player can see they've picked up something, would be good. Also, with the door FMV I'd just do a dumb 'it's locked' msg which I think fits the homage angle and also lets the player know what they're looking for to finish the game. I was kind of just stumbling blind even with the final item, thinking maybe I'd use the kitchen item by clicking during the death state xD
Sorry for the essay, I really dig the game and look forward to potentially more in the same vein, playing some good horror FMV games sounds like a dream come true ^_^
This could really use a guide/tutorial write up. How do I destroy the 'heart eaters', how am I supposed to battle the monsters that constantly heal? Looking forward to trying again in the future when it makes more sense :)
Whilst the standard edition demo was undownloadable via the Itch client, and froze during the third CG on each damage hit, this seems to have fixed both issues and is lots of fun! I hope this continues being developed because it's super cute and the puzzles are great! <3
Oh! I hope it wasn't too bad. I do constantly battle with myself over whether to delete this or not but the experiences seem to be - in the very least - memorable, for people. I'm in a much better place tho, thanks for your concern <3
I'd have really liked to complete this one, but it's a little too frustrating. I understand wanting to keep the pace fenetic by having a death state after idling too long, but that in combination with unskippable FMV's, and no clear signposting of a) interactable items, and b) frame exits, means that it's more than likely you'll die before you figure out what to do. If you want the player to have to replay the game over and over before winning, that's fine, but include the option to skip forward so you can run through what you already know. If you want the player to be able to get through in one hit, make it clear where you can exit the frame (I died in the TV room four times trying to exit the frame because I couldn't find the sweet spot) and increase the death state idle.
Incidentally, my best run ended because I was opening the box to get the key and that set the idle timer off. You can't kill the player for experimenting with their items if you build the system like a point and click. I wouldn't have minded so much if I could make up that progress again without sitting through every segment, but alas you're forced too.
Also, just a thought, but consider adding some internal monologue - for example, using the flashlight on the dark area yielded nothing, but it wasn't entierly clear, so I went to check my inventory and got killed because she idled too long. A quick 'nope nothing in there' could have helped that. This was the case with the entrance door too, I wasn't sure if she was fighting off an assaliant or trying to open it. Maybe a simple 'it's jammed from the outside?" would fix that.
That all being said I love the concept and wish their were more games like this, I would really love to give it another go in the future and love to check out your other games, this is just a little too mechanically broken at the moment for it to be a rewarding experience. I will probably try it again tho.
Thanks so muchhhh! I appreciate it a lot :) I love your games so I'm really glad you enjoyed it and it was somehow inspiring ^^ I took a massive break from dev but I'm working on stuff again lately so always nice to know peeps are digging my work <3
I thought this was pretty well crafted actually. The porn gifs were a nice touch. Looking forward to seeing more ^^ Maybe consider a girl on girl one for those of us who... would... like... that....
Clean, simple, and fun ^^ The minimalist artwork is nice. The grid system works well though it can be seemingly random in how the movement range is generating per character, and also it can be confusing as to which one you're controlling if they're near each other (a little player indication / highlight may help). Sometimes I was busted without it being clear why, which may be because the AI calculates the movement and result before it plays out, perhaps you could delay the busted screen so you could see the bust occur?
This was surprisingly deep, considering the humorous tone of the writing. I really liked how many interactions and how varied each experience could be, and the reveal was excellent and unexpected. I think a narrator 'skip' button might help with playability, and I wonder if increasing the item count to three each time might work better in balancing the time explored versus narrative.
PS. The bear art around the house was rad ^^
First off, congratulations on creating such a cute game and submitting it to a gamejam :) It's lovely to see High School students involved ^^ Plenty of places to explore and the tum tum tree is super cute. I didn't get to the Jabberwocky but I'll probably replay it and get to the end! The day/night cycle was very cool. I'd love to see the poem integrated a little more, perhaps a line or two in each section as it loads up? Also, it'd be nice if each area had a second door to avoid the need to backtrack to continue forward. Otherwise, great job guys!
Oh gawd this is cool. Sprites look awesome, movement/attacks are hella polished, and each character has a unique moveset, also, yay female option (Joan of Arc is rad). Unfortunately I don't have anyone around to play with right now, but I'll be trialing it at a friends next time I visit ^_^ Reminds me of Tower Fall (which is a good thing). Menu screen was a little bit temperamental (triggers on play seemed to sometimes fail).
If you manage to get AI in at some point, hit me up at @riotjayne and I'll play it again :)
This is cute ^^ the art is simple but effective, I love little Hook swimming for his life and collecting coins he will never spend. This explores futility well. I think the Croc could have been a little more aggressive, swimming directly toward him results in the Croc backing off, I do like the look of defeat when you stop moving though.
Why won't those blasted mermaids help me, darn it!
I thought this was a really interesting experience. I quite liked the story, the idea of celestial reincarnation of some sort, and how that played into real life concerns. The way you used Ren'Py was great as well, you found a way to fit the tone you were going for. The little star icon on the messages gave it a nice feel.
I think it could be longer, and I read both source poems and liked how you took the theme of being one with nature from The River and extended that to celestial existence. :)
I love the mood / style of this submission. The art is gorgeous, the slow melodic music fits the tone well. I had a lot of trouble figuring out how to assemble the clues, as others have mentioned, and did give up on that aspect. Reverting to mouse drag would work well I think, as well as having Shift lock the clue screen instead of having to hold it down.
Mechanically the gun seemed to only work rarely, which made the flame much more effective to have the Morlock back off. It'd be cool if the sound of a gunshot scattered them somewhat in fear. A larger area with less Morlock to deal with would work for more clue gathering, though I'm unsure if the game becomes larger once you figure out the first set of clues. I had the game lock up a few times after trying to enter clue mode, and once when I (believe) I was out of bullets. Not entirely sure why.
I really enjoyed this. I like how this works to portray the strangeness of The Double, and how the blackout mechanics accurately depict derealization, which is what I think the source material can be read as describing. The blackout mechanics also work well, since you only hear what your anxiety allows you to hear, see what your anxiety allows you to see. I would love to experience a longer version of this :)
This was so much fun :) Loved the art style on both background and character sprites, and how the Morlocks altered in size and ragdolled on death. I loved the look of the Eloi too, poor things. The physics / destructibles were fun to play with, and rolling a boulder onto a pile or Morlocks was more satisfying than expected. Having the Keys / Morlocks / Eloi change location might help with replayability if desired. I'd love to see a little extended version of this where you interact with the Eloi outside the caves before facing off against the Morlock :)
Technically, switching the camera from left to right on mouse felt a little distracting.
Thanks for the feedback stephen.gurnett. It was also always the plan to be able to enter the houses (open doors you can't enter is a huge NO-NO in game design) but unfortunately I was running out of time and had to scrap it due to the interior art.
>> Am I a bad person for expecting Aphrodite to arrive and cast Turn Undead?
YES! Evil :P
Norbez You can try the new builds, I have a 64 bit build as well, hopefully you don't get the .dll error again. The game also runs in browser in Firefox.
andyman404 Thanksss :)
I really like the juxtaposition of the old 1930's war writing and the game itself, very cool concept and it plays out well. I finished it to the end just to see how the story builds, and I like that it's slightly vague about what exactly is happening.
The art juxtapose well, the backdrop below the fog sets the mood well. I like the retro sci fi feel. Would have liked some more enemy types or (visually) or additional areas (backdrops) but these are little critiques.
Mechanically, the end timer didn't work for me, it stayed at 4:00 until the final moments. My fire button was also jammed (didn't have to press CTRL) which didn't effect the gameplay much (made it easier I suppose, though you tend to keep your weapons firing in these games anyway ^^). I think lives are a little disposable in this, as there is no penalty for dying - having a limited supply with an in game way to add lives (double health pickup, new pickup, etc) would be cool.
Considering the source material, this game moves from macabre to comedic (after all, they're all just leaning too far! Stop it ladies!). The game is short and sweet, simple mechanics that work well. Perhaps some more context would help, a few lines from the source material etc. But it did make me go hunt the source down so :)
The splatting animations made me uncomfortable, heh.
The polish in this project is very nice - the voice acting and music was top notch, art is high quality, and the story was integrated into the game well. Mechanically the option to use other keys would help with comfort, and having the keys moved from the side to over the main game would allow you to see more of what's happening (as you're so busy focusing on the prompts you forget to watch the story).
The ability to slightly adjust the music playback would have been a nice stretch goal, as I found it sometimes went out of sync and I occasionally had to not play along with the song but focus solely on hitting them when they crossed the input areas.
Each level took me three attempts, so the difficulty (with a little luck) was great for a game this size. All in all, one of my favourite submissions.
This is my favourite of the ones I've tried thus far. Female protag (the fact that she is a murderess is incidental :P). Mechanics are polished and well executed, the level design is good and the difficulty ramps well. Story unfolds well, and it all integrates into the source material fantastically. I'd love to see this expanded into a larger project.
I did have some technical issues - I had the game freeze up twice during hand washes, and having the checkpoints work automatically was good but also restrictive, as I missed some of the early game and wanted to replay it without the option (the game did randomly reset completely upon death in the second section once though). If you were able to iron this out, it'd be a perfect little experience.
It's very enjoyable to just jump around the jungle! Smooth jumping/movement mechanics and the music sets the mood nicely. I'd love to see this finished, and maybe even have a calm setting to just explore the jungle as well :)