Really pay attention to the clues, there's currently a bug in the game where if you pick incorrectly enough times they'll freeze at the door or attack you. Make sure you read the texts your mom gave you to know who's safe and who's not!
Soap Boy
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A criminally underrated game of this jam, a few issues I would have with the game is that it feels quite directionless at times, and some of the bad endings feel more unfair than scary, otherwise there's a lot to do in this game and a lot to see. One bug I noticed is once you get the credits it doesn't send you back to the main menu so you have to full restart the game. Otherwise really well done!
It's an overall really good concept, there's a good amount of nuance on the parasite removal, that unfortunately wasn't made clear at any point so I had to learn it myself after a few repeats but it was enjoyable nonetheless. This could definitely be turned into a more expanded arcade like game with different tools and rules for individual parasite types. My only question is why are the teeth bits on the outside if they're attached to the patient? 🤔
Lol good game!
An overall very well done game, a bit buggy at times but otherwise it takes itself seriously and executes on a very disturbing topic with grace. It was a bit too short for me but I take that as a good sign, it means that I want more from this! The twist ending was very brilliantly done! Very well done!
This was a very visceral game that was perfectly executed at every step. The only issue I encountered was sometimes the game would loop dice and stop displaying text and I would get stuck in a sequence but that's easy to just redo. Otherwise the game walks you through the horror very well, I grew up on text based adventures so I was able to immerse myself into your world very quickly and adding the visual elements really helped sell the horror of feeling trapped in my own body, all I could really see was myself and the thing that crawled into my brain. How you managed to shove so much into this short period of time is beyond me. Well done!
Thank you so much for playing! I tried my best to keep the rules simple so that when they overlapped you'd have yourself second guessing all your decisions, unfortunately I didn't have time to get the rest of the candy mechanic in as it adds a whole new layer of "can I trust this house?" as some houses give you poisoned candy when you get it wrong!
An overall silly game, I was expecting a lot when coming into this jam but at no point was I expecting a doomlike with surprisingly well built levels and well paced encounters and a downright hilarious ending. A few gripes would be that on hard the game is practically impossible as all that changes is how much damage you do and how much damage they do. A better difficulty scale would be to add more enemy encounters while only slightly increasing their damage, they already hit you pretty consistently so there's no need to decrease player health or damage. The level design also felt really same-y over the course of the game and it was pretty easy to get lost. Otherwise you did a wonderful job!
I greatly enjoyed it, unfortunately it crashed the moment I filled my bar. It's strange for a world that's meant to fill you with disgust to only be a footnote in the disgust of my own actions as I brutalize the innocent. The horror of my own actions outweighed anything else going on around me, it's crazy that the ideal way to play is to simply not. Well done! Wonderful job!
Despite the fact that I live in the weirdest house ever, there's a lot to be said about my environment and what's going on around me. Ignoring the fact that I accidentally broke the sequencing my first time around by aimlessly exploring rather than going where I was supposed to go, I really like what you had to offer here. The dialogue was thought provoking and really tells you who you are playing and the life they used to live. This was genuinely such a complete experience that I'm glad I got to play
While the friend in me may be sated, I am in fact not!
You did an absolutely wonderful job incorporating the theme into an overall terrifying concept!
Disgust is a powerful tool in horror and when I got worried that you were using it too much here you kept on changing up the environment so I could never get too used to it, much to my incredibly motion sick dismay!
My only gripe is the melee combat, it feels clunky and led to quite a few unfair deaths, but otherwise everything else was executed wonderfully! Good job, be proud of yourself!
I can see what you were going for so I'll try not to be too harsh but I've a few gripes and potential improvements for the game.
The theme wasn't incorporated at all beyond a single throwaway line that doesn't have anything to do with the game itself, the story could have been completely cut from the game as it has almost no purpose in even building tension. Maybe a TV that's on mute that shows a newscaster clearly talking and then show a mugshot.
The controls are clunky and unwieldy. It's unfortunate as it was something that really ruined the game for me. I felt slow and unresponsive. And the final "scare" was just the scarecrow killer silently sliding into frame, it had no payoff or anything. Just go here, grab broom, put broom back, here comes the slide.
Positives though, the art style is fun, it's giving Baldy's Basics which is something that I know can be pretty scary with the right lighting
The scare with the scarecrow killer sliding by the window was a good attempt at building some quick tension and horror but since the big payoff comes immediately after that it ends up feeling cheapened by the whole experience, you definitely should have dragged it out some more.
Try again next time! Keep creating
The easiest way I usually make my environments feel alive is through triggers that change up the appearance. Usually when the player can't see. It's cheap and performant but still makes it so it feels alive and dynamic. You can do small changes or big changes, but try to place them at key moments the player goes through. That way it feels like the player's actions have caused a pretty massive shift in the environment
Hey guys, if you're struggling with this jam especially with so much time in it, the best advice I can give is just to make it first.
Ignore art, ignore sound, ignore anything that isn't the game. Make the game and make it feel good. If it feels really good and fun when everything is a bunch of coloured cubes then you can move on to the stressful stuff! It's also helpful to get your ideas out there! So I wanna hear your ideas for your games!
Best of luck everyone!
Thank you for playing! It's actually a custom volumetrics system that gets unloaded when it's away from the player. The problem is I don't unload the rest of the train so there were definitely a fair bit of performance improvements that I could have made. I've already made improvements to the directionless feeling by only changing the dialogue to more or less tell the player where to go, so a lot of the frustration could have just been fixed by better writing. Thanks for your feedback! I don't know if this game is worth continuing as is but I really like the style of a Tim Burton like game so maybe
Thank you so much for playing my game! I maybe spent more time on the aesthetic of the game than I should have, I am not very good at designing gameplay and game loops themself so I really appreciate the advice and opinions on how I can improve! The real question is on if it's worth continuing this project or moving on 😅
Thank you so much for playing! This was only the first stage of 5 that I had completely written out but unfortunately couldn't change the story in time to only make it work for the first stage standalone 😭
I'll try and clean up the directions of the game so you always know where to go and what to do! I've got some studying to do!
It's a really strong entry, I'm always a fan of these older style rpg maker games, reminds me of early Markiplier playing games like "To the Moon." You did a really good job conveying the story to the player and the horror was well timed. I think if you were to expand the game maybe do a bit more showing rather than telling, instead of saying the picture is scary, show us a scary picture. All in all though, great job!










