Extremely impressive for 72 hours. Great diversity in puzzles, and none of them feel deliberately unintuitive -- a number of them are hard, but they're interesting. I love the united theming with finding the computer drives, that really does a lot in giving this game in its own character. My biggest critique is that a lot of the segments with a reflex-based factor, such as Mixed, Glitched, and especially Universal Drive, are absolutely brutal with little room for error. The last in particular I almost abandoned the game at, but thankfully I was able to persevere. That aside, this game is both very long and very complete for a jam entry, and I applaud the effort you put into it. Very well done.
sersaffron
Creator of
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You say there's no mystery, but I had to think harder for this one that a lot of the other entries. I liked this one! The core concept is solid and you executed it well without it being too frustrating (which can often be a concern with control-gimmick games). I particularly enjoyed the "hmmmmm" from the detective every time he found a new key.
Phenomenal visuals and sound design, they do an excellent job of setting the vibe and murder. I also liked the way you wrote each character in the letters -- they all feel distinguished gentlemanly sorts while still having distinct attitudes and opinions. Even though the mystery and means of solving it are pretty simple, I still enjoyed this one quite a bit.
If I had one specific want from the game, though, it'd be the addition of a timer on the screen. But that aside, great work!
Very atmospheric game, and the storytelling kept me legitimately intrigued. You did a very good job balancing the vast playing field with features like landmarks and the dark-side boundaries to prevent the player from wandering too far. The launch mechanics feel just the right amount of finicky without being frustrating. My only complaint is that I couldn't find the page for the seventh digit after walking around for ten minutes, and I was unable to brute-force the combination, so I couldn't complete the game. I appreciated getting at least some closure on the mystery regardless. Excellent work!
The visuals are very professional, the music rocks, and I'm a big fan of the concept of "holding" cards to give them a benefit (at the cost of not being able to play them yet)
I'd be interested in seeing other enemy types, such as those that switch stats after attacking, or maybe one that destroys your attack card every turn. Lots to build off with this concept!
I like the idea behind the gameplay! I think my main two suggestions would be decreasing the amount of time spent standing still, and increasing the amount of checkpoints. The player would spend less time waiting for the game to switch back to green, and would spend more time exploring new parts of the level, that way. Great first project!
And yeah, to repeat everyone else -- the music rocks.
While I think the concept is interesting, and one of the more original applications of the jam's theme, I found myself frustrated by the execution at multiple points. Bugs involving scaling the water were numerous -- not just from scaling outside the walls, but also water auto-scaling to certain odd sizes after trying to scale them a second time, or the input simply failing to go through at all. I was unable to find a solution to level 8 -- I think that this game shouldn't require exact solutions like that level does, as any one block of water greater or lesser than intended on that level resulted in a loss.
Still, I appreciate the effort you put into this project! And the cat is cute, of course, which is always a plus.
I think the concept is interesting -- I was pleasantly surprised when I found out that increasing the weapon's size also reduced its speed, and I think that's a fun gimmick for a game.
However, I do have a number of critiques:
- Some kind of title screen or pause mechanic would add more to the game than you'd think -- it would allow the game to remain open rather than crash on every death.
- For health, displaying numbers (or, even better, health bars) would provide more design clarity than just making enemies and the player more transparent.
- Enemy hitboxes and sprites don't seem to be synced some of the time, at least based on the hit sounds.
- Most importantly -- don't disparage your own work in the description or the game itself! In my opinion, this is by far the biggest mistake you made. It shows a lack of faith in your own work and sets your audience up to be unengaged with it before they even download.
I appreciate the time you put into this project, and I do think the concept is solid!








