genuinely pretty fun! top down stealth shooters are always my jam and this one has a good premise. i would say that the enemy hitboxes, range, and wall/window glitching needs to be tweaked a bit as it can feel a bit unfair at times. nice touch that you could blow windows out with a swipe or whatever E was doing. good one!
SVDE BLK
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i found the jam super late, with less than 3 days to go, but i had an awesome idea for one of the few covers left and crammed as hard as i could. i literally was uploading my submission with ~1min to go and it stalled out longer than i thought and as you can see in the attached ss, i had literally 10 secs past the clock. is there any chance i could get a submission link to submit late this one time? my entry is a mess (in addition to the low amount of time i also have been very sick the last week) and i'll finishing and uploading an extended demo soon, but i'd still love to be able to leave my mark on this community if i can. thanks for the consideration and the great prompt/idea either way!
thanks for the grace on that! found a bug/critical error in the godotOS web build export function. couldn't manage to fully fix it in a reasonable time so i've thrown up the 3 OS builds. was able to test windows and mac but if anyone can check the linux build and let me know if there are any issues i'd appreciate it (can't run the arch on my machine at the moment). hope you enjoy!
thanks! the atmosphere was def a fun one to go for, and it definitely was not supposed to be silent! i posted a patch for that so if you wanna give it one more reading/run you'll get the full experience now. thanks for pointing that out!
the flavr was fun to write, as well. i kinda wanted to keep the original essence of the general implications associated with the major arcana while capturing something that wasn't 'quite right' at the same time. i tend to like games that lie to you in simple ways. the flavor will get a lot more tasty in the full game release, too.
thanks! i'm really happy to hear that, i am rough so far on getting a "whole game" aesthetic nailed down, but that hyper modern/retro duality was absolutely the vibe i was going for, so that means a lot. it was supposed to have audio which i just fixed today so if you wanna give it one more reading to get the full experience, it's intact now!
thanks so much! i was really fortunate to find the amazing pixel tarot cards by jcanabal and the enemy tokens by zordvil! visual game design is one of the fields i'm the newest/roughest in, so those pieces all immediately helped set the mood.
and tysm for mentioning the audio because it is definitely not supposed to be silent, the audio in fact adds a ton to the atmosphere. that has now been fixed, so you can get the full experience!
i will check yours out later tonight or tomorrow, i plan to go through the whole list at least by tomorrow afternoon.

no matter how many times i tried, it would not advance on this letter. the concept is fun, a reactive sort of typing survival horror? but the mechanics are very confusing and the art is just bland RE what everyone else mentioned.
this is kinda a nitpick but i also thought it was odd to say "thanks for giving me assets that don't force me to credit you". especially if you are relying on AI for other visuals, i think it'd behoove you to credit any actual artist you used work from.













