Yeah, I think that would probably work better
Technicality Creations
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With the visuals, I was going to do that, but it would be impossible within the Jam time limit. I would definitely do that for a full version though. Thanks for your feedback on the sound design, apart from game design, music is one of my biggest hobbies. (It’s fine. I guess we both jumpscared each other)
Really amazing art, story and concept. The only thing is, I wasn't really to engaged in the game world. After reading a lot of text, I couldn't do it anymore and started just clicking through saying everyone was innocent. I would recommend developing the story through more visual and audible means, rather than just walls of text. It would also be really nice to have background music and sfx to help tie everything together, as well as text transitions to make reading it less overwhelming
Very interesting game. The gameplay was okay, but I really loved the sound design and thought the concept was very unique. My main nit-pick with this is the use of the mixed mediums (the pixel art and the vector art used interchangeably was very inconsistent), and how blurry the pixel art was. I really liked how interactable everything is, although in the Kitchen, you misspelt "hungry" as "Hungary"
Really interesting game, and quite fun to play too. I really like the level design, as it makes it very easy to learn the game. However, there are a few things I would change if you were to take the game further:
- It can get kind of confusing what is and isn't interactable. I would recommend replacing black and white with dark and light grey respectively for the non-interactable objects
- I'm not too sure about the player's jump. It feels way too floaty due to the long hang time and the levels haven't been designed to leverage that in a way that improves the game. I would recommend watching this video to learn how to improve your jump
- The music doesn't really fit the visuals of the game. The artwork is very minimalistic whilst the music is very polyphonic, and has way to many different timbres to suit your game. (My general rule of thumb for texture of pixel art game music is that the music shouldn't have more staves than the amount of colours in your colour pallet). If you were to continue the game, I would advise you to choose some different music (I wouldn't mind creating something for this)
- Sound effects would help the game feel way more polished. You can use websites like Open Game Art for free sound effects for your game
- Also, I would switch from your CapsuleCollider2D to a BoxCollider2D for your player hitbox. It doesn't feel good being able to slip of corners
When did you try and download it? I uploaded a new build yesterday and windows defender stopped identifying it as one, though Windows Defender will always block an app from an unknown publisher from running (if it looks like https://learn.microsoft.com/en-us/answers/questions/4299972/i-get-the-windows-pr..., it's fine). If you are concerned, you can use the itch app sandbox, or the newly fixed web version.
There was an issue with it preventing the download due to stupid Windows Defender, but I issued a rebuild and it's fine now, if you want to try redownloading it.
Loved the concept and thought it worked really well with the theme; though I found the game incredibly difficult (could just be my severe lack of gamer skills though). It would be nice to have some visual indicator on what bullet type you're using, such as changing the gun colour (could easily be done with an invert shader).
I never played a horror game before, so I literally jumped out of my chair when I died. Really cool game though. I particularly like the shaders, although I would recommend dialling them down on the text, as it is quite hard to read. Also, I'd replace the text "empty" in the bottom right with just no text when you don't have an item.
To be honest, I'm not sure what I just played. There was a massive block of text at the start, which I absolutely couldn't be bothered to read, so I skipped it, and then spent 2 minutes trying to work out the incredibly unintuitive controls. Once I did, I immediately got slain by a knight. Really good ambience and vibes though.
If you were looking to take the game further, I would split up the massive block of text into several short lines in a cutscene (think of the cutscenes in Zelda BotW or TotK). I would then rework the controls, and add sound effects to the player. I would also maybe add some background music and make it clearer what is happening when the player dies.
Overall a lovely little jam game. The aesthetics were really good (though there were a few colours), and the game felt really nice and polished. My only complaint is maybe to make it more responsive, as the current gameplay loop is just pressing buttons until the enemy dies; some screen shakes would really help you engage in the project. But well done for the game, it was really nice. :)
The game was quite difficult to control: the jumps felt too floaty and the character was way too slippery. Try watching the GMTK video on Celeste's controls - It can help. On the other hand, the way you track the number of throws and show the minimum is really good game design. I came here from youtube, can you play mine?


I was very confused by this game. It is not immediately clear what you have to do, but eventually, I won. Also, the itch page background breaks on certain window sizes