Thanks for making Rpgdle, dude ^^
sketchbookbug
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Great art & generally a LOT of content considering the duration of the jam. Sadly, it struggles with the problems that clicker games and sandbox games generally have: The lack of an objective. But I can see you getting there with more interesting gathering mechanics (played herbalist) and maybe making the classes more *different*? I don't know. It super cool that you've tried out your idea, anyways! Awesome project anall.
Didn't really understand what to do (if that's implemented yet). I can see the big plans you had for the game, and it is very sad that you have only gotten this far! Artstyle, overall atmosphere and gameplay are LOVELY. The entire introduction with the opening letter and dialogue in the beginning is great, too. Next time, make sure that you do the gameplay first before you do all that opening sequence stuff - that's cool to, but that way, you don't really get to play the part that's actually the nicest about your game! Good work yall've done!
Oh no! Seems like you didn't really have time to finish (at least that's what I'd suspect, considering the thing with general lack of objective and allat). Game actually didn't feel corrupted at all, except for maybe the Arrow Key controls (lol).
Art was great tho, so don't get discouraged! Many developers have started like you.
Such an atmospherical experience! And it was a lot of fun at the same time. Soundtrack and lighting nailed the dark, moody experience of night before dawn. In some weird way, it was also optimistic, maybe even soothing, as if the soundtrack itself implied the coming of dawn. If I had to pick one thing to criticize, than it would be the pacing in the beginning. The first two waves are way too easy before the difficulty catches up. But after that, the game is splendid in any regard. Keep it up!
The introduction sequence was great and hooked me immediately. The soundtrack created a powerful air of suspense. Very well done!
I see two major problems with your game: 1. You have to wait in front of the door that is the end of the level, and literally nothing happens after you found the door. It's kind of a waste of time, so make sure that your player has to wait for nothing (except for idle games, but i also saw no numbers going up). 2. The enemies were super weak and posed hardly any threat.
My conclusion: writing good, art gorgeous, sound nice - but gameplay boring.
Disclaimer: I played only the first two levels because I was bored after that. Apologies in case I missed some significant gameplay that would have changed my rating T_T.
LOVED this game's aesthetics! It was so fun to run around town and get a closer look at all the (way too few) buildings. What only could it be that you found there? The main view of the town is very unrevealing about its contents, so that it's always a surprise to see what you just interacted with! I know that the game is short, and the ending is pretty unsatisfying (what else could it be, there obviously was not enough time for you to finish). But that's okay. I would be quite happy to see an extension of this mysterious, suspenseful pixelart drama - which is, aside from its brevity, the coolest unfinished submission I have every seen. Have a great day!
A bit of sound would have made it so much cooler though.
So there's a Shadow over Innsmouth once again...
Your game has an interesting premise and an interesting atmosphere, a little like Subnautica on a desktop computer, if you know what I mean. I must admit that I didn't really get the puzzle, like, at all. You probably were supposed to somehow compare the Subjects to the CCTV images? In the end I had to brute force the result, though that might just have been due to my impatience to really dive into the matter...
The pre-rendered 3D photos were very well done, and I think they together with the soundtrack added a lot to the otherwise very clean UI-ish experience. Safe to say, I liked it.
A beautiful narrative that's beautifully delivered! I can see places where you probably wanted to expand upon the premise, with the grimoires in your bag though the knife was the only thing you really used. The art direction is brilliant, and blends seamlessly between a Dark Fantasy and what I would nearly call a Sci-Fi setting.
The game is super well-done for everything it wants to be - but it comes at a cost of interactivity. As a player, there was just one thing you could do: Go further down. Of course, you don't have to write entire separate plotlines; but I think it's always a nice way to keep players in a very passive game such as this to give them more ways to interact. The little minigame (the aesthetic of which I liked quite a lot) already helped a bit with that, but when you have enough time, it adds some more to the "gamey" feel. It's still a great game, so don't take that advice of mine too seriously :).
The pacing was a bit slow, too. I go down a long time without anything really changing. For a book it would be more than okay, but in a game it's just a bit too much, if you know what I mean. It caught up very well in the end.
This is all very high-level advice. It was an honor to me to be able to play your game, with such great writing, art, feeling of suspense and clever world-building that incorporates "secret" knowledge of our world that the viewpoint character doesn't have.
Keep up your good work!
EDIT: I forgot to say; the voice-acting was very professional as well.
Hello, I think something's wrong with your build. There was hardly any audio at all and when it finally came, I was already right at the exit - so audio is a rather useless clue here. The enemy AI and player health as well as obstacle system is incredibly buggy. Playing this game with a mouse is pretty much a pain as you cannot go into fullscreen mode (and if you could I hadn't seen any of it) so that you literally have to circle around the embedded game window with your mouse to go at the other end again if you want to do a whole turn.
I know that there can be problems with exporting, but you submitted 2 days before the deadline. Please test enough next time so you don't lose votes to technical difficulties! I bet your game would have been great!
The idea of a corrupted flashlight is pretty cool though. I would have loved to see that in its final form.
The aesthetic is great, but I didn't really know what to do or how to interact. The camera perspective can be changed and windows on the computer openend, closed, and moved around - but besides that I have no idea how to interact. Please excuse my ignorance in that regard.
If you explain the game to me, I promise I'll play it again and change my rating accordingly.
Upon playing this game, my heart was filled with DETERMINATION.
All puns aside, I loved the atmosphere. The nostalgic soundtrack, cute little pixelart world and (sometimes) cringeworthy dialogue were just spot-on. Story was very nice, but deserves a bigger scope - some things simply cannot be told in a little jam game the way they could in a full flashed out game. The intro cutscene - though minimalistic - simply felt very good in a professional sense, I cannot even say why exactly that is but it's true.
Aside from the minor bugs (which you already mentioned on your jam page) the only real thing you could improve on is the layout of the levels (you might want to separate spaces from one another more clearly, or add visible boundaries / indicators in places where you can't go any further), but its fine for a jam game.
To sum it up, your art and writing is absolutely delightful. Keep up your good work!
U did this in a single afternoon all by yourself? Respects!
P.S.: The cover art is amazing! As a matter of fact.
