Thanks for playing. Yeah I guess I should have looked into it a bit more. I kind of gave up when I was at 2 hours and it wasn't fun playing... :(
Spielsieb
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Great game - really a well polished experience although I wish I could control the rock rotation a little bit better :( . It really shows how much you can get done with a team with 3 hours each. Very nice. A bit sad that you went over 3 hours, else this would have very good chances to get 1st place I guess.
Tell me about it... My game had a spelling error in one of the levels where it said "obious" instead of obvious... so I opened it up, corrected it, build, zipped and exported again and when I checked the next day... it said "obivous" - because checking things is hard and reuploads are so much fun.
You could add the hint to the game-page-description. That doesn't count to the 3 hours in this jam and rocknightstudios usually reads that on stream.
Thanks for your feedback. Yeah I think that is one of the first things to do for the post-jam-version. There is an annoying sound that plays when an object gets turned into a ghost but that sound is so annoying that I turned the volume way down and since a rising ghost isn't a threat till way later and you can't usually see it rise it's not really useful anyway. I thought about making the level way darker and putting a smoke fountain with light pointing up at the position where the ghost is going ro rise since I did something like that in a previous game but that was 2D and I didn't think I could do that in 3D within the time I had left :)
Thanks again - glad you liked my game :)
This is really cool - I just love the sound- and art-design of this game. Simple but very expressive. The game design is great and theme.fitting as well. Only part I didn't like was the balancing - the arena is so small that I constantly got hit by something right after I scanned without revealing anything because the enemies get to you so fast. I need an easy mode with a bigger arena - maybe I am just bad at this game...
Great job anyway!
Interesting idea - kinda reminds me off the Reigns-games where everything you gain is always just a trade-off. Fits the theme in an existential way I guess. Sometimes I couldn't quite read the numbers on the right correctly - or create some sort of visual warning if one number is almost at game-over-level.
Great job!
Edit: it didn't really matter in this game since you don't really push x and z but in general z and y shouldn't be used as controls since they're switched on quite a lot of keyboards :)
That was really nice. Took me quite some time to get through too but wasn't frustrating at all. The floating mechanic fits the theme very well. I kinda wish there was a clever way to apply the shrinking - maybe enemies shooting at you through a narrow hallway or some puzzles related to weight? Difficult.
I really like the artwork for the doors and statues as well.
Overall a well polished game for the 3 hours of dev time :)
I kinda like that bug where you can keep driving when the fuel is empty but the camera stops moving. The fortune cookie says: "Even if you lose sight of your goals you might find new motivation (fuel) if you keep moving on"
I really like the aesthetics and the slow pace. I think just adding enemies would have made it kind of generic - maybe you can find another way to make it more engaging then just "stuff that smashes your face in".
Good job!
I really like the overall mood of the game. Kinda depressing, kinda fun in a dark humor kinda way. I clicked my way through most of the paths I think.
I am trying to remember the name of these "godgames" on mobile where you have to create the world by combining different elements - this game could be that but in reverse. Could be funny...
Although that would kinda ruin the dark theme.
Good job anyway!
I liked it. Gameplay, visuals and music together form a pretty relaxing experience. The island has a good size for finding the food. At first I was running around which drained my health quickly - then I noticed I can take my time looking around since health drains slower while standing - that's fitting.
Overall pretty nice and well polished :)
Thanks for the feedback. I kinda wanted to surprise the player with the ghosts and tried to hint at them in the first level which contained boxes. Nobody who playtested actually followed the instructions and watched the boxes fall which would have lead to them finding the ghosts though. I guess that hint didn't work. Maybe I'll add another hint in the level after that or something.
I like the concept too - it's like flipping a clicker game on it's head. Instead of clicking frantically you lazily stroll over your keyboard. I'd read a visual story told with that mechanic. Maybe you could push it even further by having a kind of wait time between key presses or a visual help if the key isn't found after some time. It's very pretty too :)
It's an accurate simulation of a real life dungeon exploration. You delve, you get lost, you eat snails of the wall and then you die of starvation. Well, I had fun but obviously something more then hearts would be a nice addition. The base is very solid though - I'd play it again if there was more to do :)
That was pretty interesting. Wouldn't have thought the levels would be quite so doable even though they were pretty tough. As it is, it really feels like a bit of a rage game but I think if there was a way to prevent forcing the player to replay parts that you already figured out (like showing the player path or checkpoints) that would be really nice. Perfect fit for the theme of the jam too!












