I like the way different mechanics interacted in this game - going from searching for a ghost to trying to reactively shine the flashlight on it. Although the sound effects weren't essential to play, I do like that they were paired with visual cues as well, and the sounds definitely made the ghost catching more engaging. The game was also just fun in general!
c10ud_ten
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I like the way different mechanics interacted in this game - going from searching for a ghost to trying to reactively shine the flashlight on it. Although the sound effects weren't essential to play, I do like that they were paired with visual cues as well, and the sounds definitely made the ghost catching more engaging. The game was also just fun in general!
I like how this game came out, and like others have said making a 3d game in such a short time is very impressive! The audio cues aren't tied to any mechanics, but they still made hammering at the ingots very satisfying and fit the visual style of the game. I'd love to see where this game goes in future rounds!
I didn't get the mechanic in the first room (I just pushed the purple block around until the door opened), but I was hooked once I realized how the deafen mechanic worked! It is such a clever way of tying sound cues to a puzzle game, and the additional element of needing to use the blocks as platforms led to some great level design.
(Also, my final time was 2:50)
The mechanic receiving intel on a mission was a great use of the audio challenge! I also loved the visual presentation, and the variety of locations that Q goes to during the mission. The parachuting segment gave a bit of trouble the first two tries, so I think having Q fall a bit slower would make reacting to the mines easier. The dark section was especially good, since it emphasizes how much you rely on your handle to guide you through the level.
(I don't know why I was convinced our handler was going to lead us into a trap near the end - was I the only one thinking that?)
This game was surprisingly challenging, had me twisting my keyboard around in directions I never had before! I ran into the key rollover for one word, but managed to cheese it by using an on-screen keyboard (I played the other words legitimately, promise!).
I think the microphone functions are also interesting, although I did not have a mic to use with them. Leans more into the focus on audio this round has, so I think it was a neat idea!
I really liked this game! Having the rubber band snap and madly mashing the space button to reattach it is a great mechanic. I managed to get around the track on my second go without snapping the band, but I was playing pretty safe when I did; it would be interesting if the car goes much faster if you really stretch the band, to incentivize taking more risks (maybe even being necessary for shortcuts if you add more tracks).
Also, love the sound design and papercraft artstyle, it really made this game stand out!
The spectacle mechanic was implemented very well, and I liked how well the mechanics of leading the tiny creatures and switching worlds was implemented (especially on the main menu)! I'd suggest allowing the player to switch to a different spectacle color, even when they have the "circle" spectacle up, by clicking on a different color on the wheel, rather than having to right click to cancel.
The game is pretty fun as a speedrunning game, and I really enjoyed it once I found the best route to the store. From my playthrough there wasn't much incentive to fight enemies or rewind their movements, since doing those things would just take time and probably get you killed. The visuals and music were both really good!
Good game with really fluid animations! The player character feels really good to control too. One thing to be aware of is that enemies can spawn really close to the sides of the screen and then walk off, guaranteeing you take damage. Maybe allow them to only spawn in the middle third of the stage, or always walk towards the middle first?
Really liked your game, about to leave a rating
Here's my game: https://tenifayiga.itch.io/overwind
Fun concept and interesting gameplay! I like that there are different endings based on how much patience you earn, but since you can go back to previous rooms it's really easy to get lost of patience, it just takes, well, patience. The visuals and aesthetic were great too, would have liked a backing track or ambient noise during gameplay.