I would have liked to play it, but the mac version didn't seem to work with my macbook. (Then again, it's a 2015 model so the problem may be on my end.)
Lux Aeterna Audio
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This is much of an early morning lethargy simulator as it is playing with cereal, and I mean that in good way. The music and the pacing really nailed the "Why on Earth did I get out of bed?!" vibe . Your composer did a pretty damn good job. The cereal and milk physics was solid. I appreciated how there was more one could do with it than I originally assumed. (I initially thought that there was no way to drag a loop away from the edge of the bowl if you'd pushed it there.) I really appreciated the original art assets too, seems like that's a vanishingly rare thing in modern game dev. The biggest flaw was that I didn't really feel sufficiently rewarded for clearing the stages, so I wasn't super motivated to finish the game. (I did finish two levels, for what it's worth). That said, I still enjoyed how creative your vision was and felt that the execution was strong.
All in all, this is a solid submission.
I enjoyed it quite a lot! Was hooked from the start and played it from the beginning to the end. For me, the main draw was how much there was to explore and see. I liked that were items that improved mobility and situational awareness as well buffing combat stats. I felt that the audio was decent, but could have been more engaging and polished.
All in all, a solid Gamejam entry that you and your team should be proud of.
Absolutely solid style and concept! I was hooked in immediately. I love the art style - the amorphous black tail of the monster, how much the colours scheme of the monster clashes with the other background and other entities, the font animation resembling a twitching parasite. The wild mess of audio samples used in the sound design was strong too. My one complaint would be that I felt that the camera was too zoomed in to the monster - a lot of the time the consumable entities whipped way too quick to react when the protagonist approached them. But that's a minor issue in what I consider to be a brilliant game.
Dang, that awesome! I was hooked in immediately by the graphics, sound design and general concept. I couldn't stop playing until I beat it. The difficulty level and game length was just perfect! Short, sweet and fair. I loved the extra love and care that went into it (such as the statue of the huge skeleton holding a massive gun, the ending screen, glowing aura around the diamonds, etc). I have no idea how all of you created all these audio and graphical assets in such a short time, that's fucking insane.
As an audio guy, just wanna say how much I loved how the first gun plays notes from an E blues and E dorian scale. What a cool touch.
Nice work (given that you only allowed yourself half the duration of the jam to develop it!) I felt like the difficulty level was well-balanced and the art and audio worked. Didn't run into any glitches. Concept was fun and inventive (though I might be a biased as I possibly provided music and sound for a similar game).








