Thanks a lot! I had to search the book up, there’s definitely a nice story to it :) I did manage a lot of content in the timeframe, so I hope you can play till the end!
rockisdead
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Super good game! Like someone else has mentioned, the page is quarantined, so you might want to let itch support know to fix it (but I know many people had the same issue on the Discord server). With that out of the way, I love the whole community in the game and the many different tasks to do. The voice acting is great and the artstyle is simple but really effective. Hope you plan on expanding this, it was very fun :D
What a elegant design philosophy - letting the music itself communicate the desire for connection rather than forcing mechanics. The progression from chaos to harmony mirrors the journey from isolation to belonging. The fact that you achieve "connection" through participation rather than achieving a goal makes the experience itself the message.
Love that you made the puzzle itself the metaphor for the theme - "making the game was a puzzle." The visual presentation is slick and the music nails the atmosphere. The mechanic has good depth once you understand that button clicks affect direction AND intensity, even if that first lesson takes some trial and error.
The Nokia throwback hits different with the depth you've given it. The opening animation sets up the whole theme perfectly, and that final choice between making the call or letting go feels genuinely earned by the time you reach it. Great use of a nostalgic object to tell a story about reconnection and closure.
Deeply touching narrative! The story of a postman delivering their final letter while confronting souls in the afterlife is beautifully poignant. The concept of connection spanning across life and death, through unfulfilled obsessions and unspoken words, is emotionally powerful. A moving exploration of human connection that transcends mortality. Excellent storytelling!
Fascinating concept inspired by Michelangelo's Creation of Adam! The asymmetric 4-player design where connection exists through the space you cannot cross is philosophically rich. The indirect cooperation mechanic - where helping others happens transversally rather than directly - is a brilliant interpretation of the connection theme. Very ambitious multiplayer design for a jam!
Beautiful atmospheric piece! The wordless storytelling and liminal space aesthetic create such a contemplative mood. The point-and-click mechanics work well to explore these dreamlike environments. Really interesting artistic direction - the visual and audio design complement each other perfectly. A thoughtful entry!
Impressive scope for a jam game! The voxel art style combined with time-travel mechanics is really cool. The narrative of trying to save your wife by hopping through time creates a compelling emotional connection. The production quality is high and you can tell a lot of effort went into this - well done on creating such an ambitious RPG in a short timeframe!
Absolutely stunning visual presentation! The artwork is breathtaking and the concept of light and darkness working together to save the world is beautifully poetic. The duality theme with Lumen and Umbra perfectly captures the essence of connection. The art style alone makes this a standout entry - really impressive work for a jam!
What a brilliant and heartwarming concept! The idea of players sacrificing themselves to create platforms with encouraging messages for others is genuinely innovative and perfectly captures the spirit of connection. The async multiplayer aspect creates a beautiful chain of help and encouragement across time. Really creative interpretation of the theme!
Beautiful artistic vision! The combination of hand-drawn 2D characters with 3D environments creates a unique and atmospheric experience. The cooperative gameplay mechanics between Alma and Lumi are really creative, and the theme of giving life to lost souls is both touching and well-executed. Great work on a 72-hour jam project!
First of all, thanks a lot for the huge write up! It’s really valuable feedback. This is my first game and I'm still studying so I did not expect people to like it this much haha! The dash cooldown defo could’ve been presented better with an animation, I agree.
Also, in case you want to get further, another bug I didn’t get to fix is: If you time it right, you can not take damage from the big knight's sword by being in the middle of an attack such as a stab, only works if you've killed something with a previous attack and then are stabbing the corpse.



