Super solid game. I think this game may take the cake for most cohesive style. It felt like a new take on a game like crash bandicoot. The game feels super polished and overall, super well done. The tower bit was definitely my most favorite and I think there is an infinite amount of ways to expand upon these mechanics. Overall, I would believe it if you told me this was a demo for a game coming out soon. Congrats on a job well done!
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Incredibly cute game. A lot of the comments are critiquing the vagueness but in my opinion it fit really well! I never got stuck or wondered what the controls were for longer than 3 seconds. Even the part with the berry bush felt very tvish. The character wanted to go do this thing but then realized something else sparkling next to it. That is something that I feel didn't need to be narrated and felt like I was really part of the story figuring that out on my own. The whole thing flowed super smoothly and although it made me SUPER sad when the old man first disappeared the ending was quite heartwarming. Overall really great and underrated game!
The amount of talented people in this jam is actually crazy. To make a game like this all on your own is so wild to me. It's done super well. The puzzles were fun and well thought out. The different colored lights made the burst ability more interesting and engaging, and the last puzzle with all the lights was reminiscent of playing songs on instruments in a legend of zelda game. Really really solid entry, even if this had been made by an entire team of people. Really amazing job!
I ended up finishing the game and let me first say: I had no idea this was made by a single person that is genuinely so insane to me. You're incredibly talented. I was thinking that some aspects of the game were lacking but it makes perfect sense when there is only one person doing EVERYTHING. You're incredible! The game was cute and I liked it a lot. I'm a little confused on the ending and the gameplay did get a little monotonous but again you're just one person and what you were able to achieve was so so cool. The loop back to the title screen was so expertly done. And even though I didn't totally get the story, I got the gist and I think it is beautiful! Definitely check out our game if you're looking for something to do in the last hours of the jam! Really great work!
I think there is an incredible amount of potential here. I feel as though you have all the elements, they just aren't presented in a cohesive way. It was super hard to know what were points of interest and what were able to be specifically accessed. I only got to the second world(?) where the man, woman, and child are. I first talked to the man, and then expected the rest of the characters to follow his story and they did not at all. From what I could tell. After talking to the kid I eventually gave up because there was no instruction on what specifically I should do or why the kid was saying the things he was. I would've also loved a more fleshed out move set for this character we play as. Exploring was fun at first but for me quickly got old with no expansion upon the basic move set we were presented with. Overall this was a super ambitious project. There is a lot to be proud of and a lot of room for growth! If you continue to work on and refine the game I would love to play it!
This game definitely packs a punch. I'm not sure how to progress past the dark section, but despite that, this game is bursting with creativity and intrigue. It may be one of the most unique games I've seen come from this jam. The way the keybinds were communicated was so ingenious and beautiful. I've never seen anything like this game and I would love to see more! Great work!
I realized I played this game and never interacted with it. Firstly, it's just super fun. I had a good time with it. It is done well. The gameplay feels smooth, the 3d animations and models are incredible. The multiphase boss fight is phenomenal. Having generosity as a difficulty slider is a super unique take. I think the writing could have been more impactful and thought out more, but if my only real complaint is the writing, then you have something spectacular. Incredible work!
I really like this game. It seems super simple on the surface but it has polish. I feel as though you knew exactly what you wanted the game to be, and what you realistically wanted to add, and you made it happen. It doesn't have any super intricate mechanics or any super detailed sprite work but I don't think it needs it. There is so much beauty in the simplicity displayed and although it's simple it has a great message. This is made very very well and you should be super proud of this project. It's really good!
Super cute game! I really enjoyed it! I'm glad this was one of the last games I played for this jam. Basically everything that could have been said has already been said, but I love the art style and especially the music. It felt so raw and organic and I really liked it. I unfortunately wasn't able to figure out how to fish or where to go, so i think more direction/description in the menu would have helped a lot especially with the sheer amount of quests. There were also some visual glitches with the dust particles appearing to the right of Apple and with the coins. But despite these small issues I had a good time. Cute game!
Really visually stunning game! I loved all of the models and what we got to see of the world! I was a little confused on what the instrument we have is and why it's relevant, but nevertheless I liked that little addition. I do however wish there was more to do and more of a clear goal. It took me a minute of running around for me to realize where I was supposed to go, and having the most important platforming be on random floating platforms instead of something that made more sense in universe would have made everything feel more cohesive and clear! It was also super unclear who was and wasn't huggable especially when everyone is inexplicably running away from us. I only ended up finding about 2 or 3 huggable people before getting soft locked in the little house with the button mechanism on the outside. I'm not really sure how it happened, but the crate moved off of the button and I was completely locked inside. There are also some more floating platforms off to the right of the starting area that allow roof access, but a lot of the collision doesn't match the geometry of the buildings themself and I didn't find the button that was supposed to be accessed until I was an hour in. I also found the gliding to be a little unclear visually and overall unnecessary for this little demo. It looks the exact same as a regular jump and the gliding effect makes a super small difference. The lacking effect of the glide is really to the detriment of the overeall platforming design because of a bug I encountered where if you jump off a platform during coyote time, your double jump doesn't give you any height. I also think maybe a little more time could have been put into what is shown during the loading screen and the design of the main menu. Despite the issues I had, I really think the world is stunning and that the undertaking was absolutely massive for the scope of a game jam. What was able to be pulled off is quite impressive! I really enjoyed the way controlling Joy felt and I think the message and gameplay of the game is super cute! I just wish more time had been spent trying to make everything in this experience more cohesive. I liked the game overall though! Fantastic work!
Thank you so much for the thoughtful and in depth critiques! If this project were to continue, I know some even more in depth level design is on the radar. I don't want to speak for the rest of the team (so if you guys read this feel free to correct me!) but I was hoping I could provide some clarity to some of the issues you have!
The extend/retract button was set as the default just to make both actions super clear to even beginner players and just improve accessibility all around. But luckily, we have fully customizable controls! It still isn't possible to bind both actions to one button, which may be something we address if we continue work, but if you continue playing, we hope you are able to find a control scheme that suits you!
As far as bunny hopping, although it is implemented , it's mostly for maintaining speed not necessarily increasing. That being said, bhopping is a little out of scope for this jam, and the level design was not made specifically trying to highlight that mechanic, although it is definitely something to keep in mind for expanding upon this game further!
I wanted to ask for more specifics about the graphics. I may be misunderstanding, but our game was intentionally made with "grit" in mind hence the intentional grittiness of the graphics in game. If there's something specific about the graphics you think doesn't quite fit, we are all ears and would love to hear any suggestions!
As for locating items, that definitely seems to be a struggle for some, but we wanted to really encourage exploration and using the swinging mechanic to it's fullest during gameplay. That being said, clearer item locations is definitely something to consider for a full release!
Finally, as for the music (which is what I worked on specifically) I definitely understand the critique. I actually did have something more upbeat and punchy in the works, but ultimately landed on what you hear in game due to the gameplay not NEEDING to be fast paced. Obviously, the game has a timer and speed running is a factor we heavily considered and emphasized, but as the description says, you aren't penalized for taking the time to hang out with our characters, or to simply take your time and enjoy the swinging mechanics. When writing the music, I wanted to really emphasize the grandeur in the freedom of swinging and freedom of player choice, while also highlighting some of the more techy elements, while also still making the song sound as though you're bouncing on clouds and bounding through the sky, hence the overall sound and instrument choices. It definitely won't be for everyone and that is totally ok! Again, maybe something to consider in a full version!
Thank you again for your feedback! If we do end up doing more work with this, we will definitely consider everything you've said! These are some really great notes!
Yes of course! And I think two phases would be super cool! And it would for sure give the player more obligation to deliver this bread they took the time and care to make. And the miasma definitely makes a lot of sense. I thought it was just to facilitate gameplay but the fact that there's an in universe reason makes me like it that much more. The time constraints of a jam definitely come for us all, but what you put together is still really cute, cool, and fun! Keep up the good work!
And that's completely valid! Making music is hard even as someone who has been studying it! Making anything at all is super cool and definitely admirable! And I really do think that the music, while not perfectly on theme, definitely felt dark and snowlike. So props to you on that. And feel free to add me! My discord is the same as my itch user.
Thank you so much for the thoughtful comment! We're super glad you enjoyed the game! As the member who really wanted to give lore and meaning to out world, it makes me super happy that you have such thoughtful questions! We actually had quite a few worldbuilding sessions during the jam and have answers to the majority of the questions you asked! That dialogue option was a nod to the full lore behind our project as we didn't quite have enough time to implement all of the lore and worldbuilding in the way we wanted to for this jam, but if you (or anyone else who stumbles upon this thread) wants to know more about the world we've created, I would be more than happy to answer anyone's questions here or on discord! (my user is the same as my itch user.)
I feel very similarly to a lot of other players! I love the world. I think the writing is where this game truly shines. Especially when you choose to take memories. It's so tragic and feels genuinely sad. It makes the player feel like a bad person similarly to how killing in Undertale makes you feel. The sound effects were great. The music was super fitting and felt similarly to games like Unravel and Worldless. I wasn't the biggest fan of the character control and the platforming, with the camera lock and no shadow, was a little painful at times. I also think some animation would breathe even more life into the world and make the difference between memories and living creatures more clear. but besides those things, the game is truly a gem. I thought the puzzles were super unique too and at first I had a lot of fun with them. But I think the difficulty is a little inconsistent and I unfortunately had to spam hints for most of the puzzles. I think the game was really cute and I loved both endings. Letting the player choose between serving someone else and being left with no one as opposed to helping everyone and saving everyone was such a nice contrast and made both endings feel weighty. Really well done. Great game!
Quick bug I encountered, if you collect every single memory, you are unable to make the final jump to finish the game. I'm not sure if this was intended but if it was, making that clearer would be a big help.
First and foremost, really incredible job on the game! In just a month, an absolutely incredible amount was accomplished. The game looks and feels really polished and it really feels like a fully fleshed out game. This may be one of the most well put together games that I have seen entered in this jam. The voice acting and writing overall was really well thought out and executed. The vibes were perfect and felt weird and foreboding, yet strangely comforting. The characters felt alive and vivid. The writing and details were really top notch. Really really fantastic job. I haven't seen many games that achieve THIS level of professionalism. I wanted to include some issues/suggestions as I understand you plan to release this on steam and want to help make sure the final project is as polished as possible! I'll try to steer (no pun intended) clear of what other people have said and try to keep my comments original unless there's something I think really needs to be addressed. I was also streaming this game for a friend and we agreed on the majority of what will be listed here (any disagreements will be specifically addressed.) Quick disclaimer: I didn't notice the instructions and would love for them to be more etched into the game itself (although for the scope of the game jam this is definitely on me). A few of the issues I had were related to the fact I didn't see the instructions so take those suggestions with a grain of salt. I just wanted to include my struggles as somebody who played the game completely blind. I know the voiceover in the beginning talks about goals and purpose but it's quite and information dump in a super short amount of time and with no subtitles, I wasn't able to follow and stopped listening.
-After getting into the game I completely missed the first light tower. I didn't interact with it at all and just continued on with the game. I know the tower wasn't clear due to a bug, and was already addressed in some other comments, but after about an hour of playing, I went back to the start and clicked on the tower. There was a reaction but I didn't know how to continue or what else I was supposed to do and unfortunately gave up before completing the game (even though I interacted with most of, if not, every NPC.)
-The trees also constantly got in the way which contributed to me not noticing the first tower.
-The camera can be zoomed in so close to the water that the powerlines are not visible, which is how I played all of the game, never even noticing them.
-At Dockton, I didn't realize that the boat could be upgraded because it wasn't made clear what giving resources would do. I spent most of the game wishing the boat could move faster before realizing it can, it was just never made super clear.
-at Dockton, it seemed different NPC sprites would be shown at the wrong times for the wrong characters.
-After leaving Dockton, there was an NPC that asked for the expedition logs, and can only be interacted with once. Unfortunately, they were the first NPC I talked to and therefore, didn't have any. I thought I could return with the logs but was unable to and felt punished simply for the direction I chose to go in the beginning.
-On the river, I randomly encountered a bug that made my ship go under the water and barely be able to move. It wasn't game breaking and I eventually struggled free, it was just a little strange.
-The ship is able to slide up some of the rocks which again doesn't really have any game breaking effects but just something I wanted to mention.
-The dialogue, while extremely detailed and vivid, was just too much. If someone is looking for a solely narrative experience then this would be perfect. But if not, there's a lot to read but not a lot of game to be played comparatively, although I think the interactive text options definitely help combat this.
-I understand this may have been an intentional design choice, but I would love to see more detailed NPC sprites. The shadowy figures with glowing eyes is cool, but the silhouettes aren't clear enough to make out the specifics of a character and can make things look a little muddy causing the character less imposing as a result. It also was hard to distinguish between areas and I think all of the NPCs being silhouettes contributed to that. At the very least, some NPCS make more sense to be clear and fully in color such as the scribe of the burning ship
-The backgrounds, specifically the grass could be improved upon. The grass specifically looks a little too rectangular.
-The lost and found NPC has a dialogue option to refuse to interact. In this case, refusing to interact makes the most sense in my opinion, but the following dialogue made it seem as if that wasn't the best choice. From all the other interactions, it seems one constant value is sharing memories and facing them head on even when they hurt (specifically thinking about the willow, the artist, and the quiltmaker.) But this NPC's purpose is to give us the option to rid ourselves of a bad memory which seems to be the opposite of our purpose on the river. If you are determined to keep this in, I think making the consequences of choices clearer would be a big help. Maybe some kind of deal where you can rid of yourself of a bad memory but must also sacrifice a good one.
-The river was really difficult to keep track of. I found myself constantly getting lost and returning to NPCs I had already interacted with. I understand that could be intentional but I think having certain sections that are themed differently, getting rid of the icon to interact with the npc, or even maybe playing around with different colors of water will make sections feel more distinct and improve player experience overall. I also think making the game more visually interesting instead of having everything be black and blue would make the game feel more engaging and help the players want to interact with the characters even more!
-I'm also unsure if this was actually a problem or if I just had more resources than i realized, but I keep choosing to give resources to upgrade my ship but I never got a message saying that I didn't have the necessary resources. It just constantly said my ship was being upgraded but I'm not sure it actually was.
-I think that based on time/resources the music was expertly chosen. It did match the theme and vibe really well. Despite this, without knowing anything specific about the music, I noticed (as somebody who studies music) that it felt a little too much like a western and fed into a lot of those wild western music conventions. The person I was streaming for (somebody who does not study music) said they think it fits for both and that it gave a swampy vibe.
Really really fantastic job with this game. Overall, most of the issues I mentioned did not horribly impact the game. Even though I couldn't quite figure it out, I can very clearly see the incredible potential of this project and think it's already in a quite polished state. The scope of this project was truly insane and it's amazing to see what you were able to accomplish for this jam. I would love to purchase the final game on steam! definitely keep us updated! Amazing work!
I like the simplicity of everything! I also really like how instead of humans giving to other humans, or beings that can really process emotions, it's animals giving just to help the other survive. Really cute and wholesome idea! I think that the instruction could be clearer though. The game isn't intuitive enough to be thrown into without any explanation. A quick one time/optional tutorial explaining the mechanics would have made it a lot easier to pick up and play! Overall though, the flying was fun, the birds were cute, and it was a really wholesome experience!
This is a super cute game! Definitely one of my favorites for this jam! At first I was thrown off by how fast we were, but it quickly made sense and felt really good for the scale of the world. The generosity theme couldn't be more spot on! The gliding felt good and natural and this entire project seemed to take a lot of inspiration from Legend of Zelda Wind Waker which I love to see. Our character (who I assumed is named mana) is super cute and visually interesting. I also loved the placement of the optional loaves. They were extremely "videogame" feeling. It felt really rewarding to look somewhere probable and be right and the ending screen after finding all the loaves made me smile. I thought the color change was going to be all there was (which was still cute) but the ending really made it super special. I think that the dark clouds and little particles make it super clear where the points of interest are and what we should be doing. I also thought the gliding felt really smooth and freeing and I like how the optional loaves push what you are able to accomplish with the glider. It really forces the player to stretch the mechanic to it's limits. I like all the aspects of gameplay, but I would love to see more expression and background. where are we? Why do we have an endless amount of bread? Why are we living on this island as a human girl among these animals? Did they ask us to give them this bread? Obviously a lot of these questions are out of scope for a game jam game, but I think animation, more detailed UI, more detail on the houses or world, or even different animals besides a bunny and bear could have went a super long way to make the world feel more full and alive, even if it was at the detriment to the size of the island. I also thought that although the music was produeced well and felt relaxing, it didn't quite fit the environment. The island is specifically covered mostly in woods/forests and greenery, and based on the description, the island is taking inspiration from Polynesian culture. It would have been super interesting to see visuals and sounds that are influenced by Polynesian architecture or sounds. The current music to me, seemed to loosely mimic the sounds of a kotekan from balinese gamelan (albeit more relaxed) similarly to the Lost Woods from Super Mario Odyssey. The instruments and notes used spoke more to mysteriousness, enchantedness, and sacredness, as opposed to the quaint, cutesy, island-y vibe the visuals of the game had. I think even something that sounded more like animal crossing or even a Hat in Time could have made more sense with the visuals. But despite the few gripes I had, I really really enjoyed my time with the game and thought it was a really solid project! I really hope you continue work on this project! I included some of the bugs I faced/suggestions below in case you do more work with this!
- Walking on the mountains didn't work super well. If the ground is too slanted the parachute opens as opposed to jumping which made mountain traversal a bit of a headache. I know mountain traversal was never necessary in game, but because the player is able to access and walk on the top of them and there are optional loaves that could be anywhere, it might be worth revising.
-anywhere on the island, if you angle the camera downwards and towards the collection of mountains in the center, all of the water becomes invisible
- I think forcing the player to open the parachute in order to go up in an air stream makes more sense than having the parachute automatically open. It took me a second to figure out that I had a parachute because the game let me use the air stream before figuring out how to glide.
Overall fantastic game! Good work to all involved!
I really like the vibes of this game. The overall concept was super interesting and it feels really really polished. I was also a fan of the visuals. I wish I was able to play more but unfortunately I couldn't find the fair so my experience with the game ended pretty early. The game is just so dark and because of that, I couldn't see any landmarks so the map didn't help. The map was also a little hard to see unless you were directly under a light. The car physics also didn't feel 100% right (specifically going over bumps and turning). But I do think the driving still felt really good. The driving controls were super fleshed out especially for a game jam game! And although dark, the map looked really nice and was implemented well. What I played was really nice and I was a huge fan of the writing. I'm sure I would have loved the characters! I just wish I got to see more of it!
Great job and I can't wait for the finished project!
I really like the idea of this game. I think giving yourself in order to help others is a super interesting topic that I always love to see interpreted in different ways. I also like the aspect of not being able to fight back. It creates a strange power dynamic where you're sacrificing yourself to help creatures that are rejecting you at every turn. I think that the theming and idea of this game is really top notch! But I think it could have been executed in a more clear way. It wasn't possible to heal the smaller plants only the big squid guy with a laser which i specifically tried to stay away from because it was never communicated when, how, or what I could heal. It also just seemed a little buggy. there were times when I could walk over walls, the plants bullets didn't hit me, and the big boss that we could heal just stopped attacking or moving and was just sitting on the ground. The giant also spins when you're not actively controlling it which I liked but am unsure if it was intentional. Also I'm not sure the game would truly be classified as a bullet hell as there re only 5 things that shoot bullets at you occasionally, plus with the infinite walls with no cooldown there really isn't much to worry about. I do really like the wall aspect to help evade the bullets and I think a game with this mechanic could be incredibly cool and interesting. I would just love to see a more blaanced implementation. Overall really great concept with unique and interesting gameplay, I would love to see a more polished and fleshed out version!
I know there is something cool here but the lack of instruction makes this game super hard to understand or follow. I think I added some organs but it didn't really seem to have an impact and then there was a minute cooldown to replay. I'm a little unsure of what the goal is or what is supposed to be happening but I like the idea of it from the description. I also think it is an incredibly interesting art style. I like the game in theory i just wish things were more clear/more polished and that there was more to it than what there currently is. Overall though I like how things look and this project seems to be done quite well.
I can download and open the game but I am unable to press play through any means although I can move back and forth from quit and play. Neither option was clickable and I had to restart my computer in order to close the game. After I restarted the file was a huge pain to delete. Let me know if you fix it!
Yes of course! And it seems I misunderstood your intended purpose and missed the additions to the game! Hearing the rationale, everything makes a lot more sense and I really like the open ended way you left things! And the maze wasn't horrible by any means I just think the more swinging the better! And thank you for the clarification on the first bear! That would have bothered me haha.
Yes of course! Also I just tried the game again and you are 100% right about the music and sfx! I have no idea why they didn't work for me the first time but they definitely do add a lot! Music is what I specialize in and what I focused on for the game jam, so I have a lot of thoughts about it! I think the music in this game could be altered to be more than a 4 bar loop. It gets stagnant very quickly and can make the gameplay feel repetitive even if it isn't (and yours isn't at all!) Also, the music as a whole feels a little out of place. A grandma climbing a mountain to deliver cookies to her grandson makes me think of music that is a lot more bouncy, goofy, and fun instead of the dark, trudging, slightly hopeful music that is currently implemented. There is also a super slight break in between loops, but music implementation can be a very tricky thing so it's obviously not a major issue. That being said, so many games submitted don't have music at all so the fact that you have any at all gets a huge props from me. Overall, this project is really great and executed amazingly. I hope more people play it because it's really fun and a decent challenge! Fantastic work!
I really adore everything about this game. The visuals are super bright but not overbearing. The ocean reflects the out of view sunset, the vegetation is green and vibrant, even the sand looks soft and cozy. I think for a game, especially one made by a solo dev, this is quite spectacular. I love how you flipped the theme back onto the players to be the ones facilitating the giving and receiving. It's such a genius choice and I haven't seen any other games do something quite like this. It's a really rare and wholesome moment of humans being able to share the human experience with others without any fear or association with their thoughts. Although that can quickly go south, I haven't seen any of that from this game which I am super happy about and pleasantly surprised. This is definitely one of my favorite games from this jam. I do however think it could benefit from more things to do on the island. The fishing minigame and hand pan playing is super cute but not the most engaging minigames possible. Again, I understand gamejam time constraints so take this critique with a grain of salt: because of how reliant this game is on people being active and actively sending and receiving messages, there's basically nothing to do when messages aren't being sent or exchanged. I also have only sent//received messages from the same people which, I do value being able to build rapport with these people, I think it would fit the vibe a lot better if you weren't guaranteed to hear back from the same people unless you directly reply to them which would make the interactions more meaningful imo. I also think the blur effect is a little intense and the fixed camera angle can be a little unfortunate sometime. But when people are sending messages and the game plays as intended, this is easily one of my favorite games from this jam and if you ever update it, I would be overjoyed. Incredible work!
I think the game concept is super interesting! I like the Chants of Senaar-like encrypted messages. I also think picking aliens was the perfect medium to exemplify understanding those different than ourselves. I also appreciated the zoo tycoon-like aspect of placing down different items and being able to decorate our own little planet just to your liking. I also though the icons for the aliens being from other media/platforms was a really interesting and unique choice! There were a few issues I had with the game though. Namely the lack of instruction. I was unsure what was actually progressing the game or why I could decrypt some messages but not others. Also, before being able to understand a message, I didn't really know what exactly I should be typing. I ended up exiting the game after talking to the second alien a little bit because I just didn't have much to say and didn't understand what I had said to the first alien to answer whatever question I was being asked. The aliens also gave very basic responses and did not bounce off of what I was typing as much as I would have wished. I love how personalized everything is besides the dialogue, but I think this game might benefit from being able to choose between predefined dialogue choices so players could experiment with what works and see their tangible progress. Although it would be a lot more work I think it would make for a much more streamlined player experience! Also finally, the music. I loved the title screen music, but the lofi music selections in game, while chill, I don't believe completely matched the vibe of what was going on. I would love to see some original tracks that really embrace the floaty emptiness of space and can better capture the exciting and mystifying feeling of communicating of beings from different planets. Great job and really unique game overall! I'm really invested in this idea!
Incredibly cute and underrated celeste inspired game. The platforming and controls felt tight, the abilities were well implemented, and I was a big fan of the level design! I think my only gripes were that the controls felt a little weird on keyboard and I wish that the double jump wasn't limited to when the parachute is out (although I understand why that was needed for the visual) Also it said to play with headphones for the best experience but there was no music or SFX. Overall really solid and super cute. If you ever expand upon this game I would love to play a full version with multiple levels!
The models are really really nice. I like the little village and the premise of getting the little creatures more light. Traversing the dark was cool and the over aesthetic reminded me of Outer Wilds, especially because of the angler fish. I had a good time with this game but I have a few suggestions of what I think could make this great game even better! I think that things could be laid out clearer. Some of the buttons didn't work or took a little bit of experimentation to understand their function, and I'm not sure what the point of the shield was. The dark atmosphere, while cool, made it hard to know what the goal was or to locate light. Some music or SFX could have gone a long way as well. I am not 100% sure what the end goal is or if there is even supposed to be one but this feels like the framework for a really killer project!
Good job guys! I liked what I've played so far!