This is the final hour of the jam and I feel like so little people actually got to play our game. Please help us with your feedback! Feel free to leave your own submissions below, ill check it out as well!
ThePireco
Creator of
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Oh, I thought you already knew, but I can explain:
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Destroying structures feels awkward and unresponsive. If I recall correctly, you can't even cancel destruction.
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Depending on RNG to get turrets makes most runs impossible to beat. Instead, you should just buy turrets separately from the tiles.
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A 3-tile distance to the house is too small, and because of RNG, most runs will end up with only one possible path. Also, many tiles are just impossible to place — in a complete game, all tiles should be usable at any given instance, or simply don’t give me tiles that don’t fit.
Overall, there are many quality-of-life improvements that can be made, but the game is charming as is.
ps: I played your game a couple days ago so please forgive me if my answer isn't entirely accurate.
Man, I really like the absurdity of the character designs. Also, I think more games should let me just phase through buildings — like, why does every game have collisions in the first place? Really, think about it.
I just wish you guys had implemented some SFX. Any unfinished horror game has the potential to be an amazing surreal experience with proper sound design. There’s even a whole subgenre of horror games that consists of making unfinished or abandoned games/MMOs on purpose, and it’s easily one of my favorite experimental types of games.
Overall, as much as not being able to finish a game jam can feel demoralizing, I hope you guys focus on the positive and make another game — or even finish this one. You clearly show real talent when it comes to surreal illustration.
My suggestion would be to play more experimental games in this field, like the ones I mentioned above, as well as LSD Dream Emulator on the PS1, and then incorporate whatever you learn from them into your next project.
Try mine too! Origami Knight, a 2d platformer: https://teambacu.itch.io/origami-knight
Didn't understand how to use the knife or any items for that matter, so I didn't progress much, maybe its because I'm not used to rpg maker horror games but still, a clearer design would be nice, otherwise the game is interesting specially because point and clicks are very few on this years game jam. Good job!
Cool concept with interesting visuals. The gameplay loop would fit perfectly in a speedrun-focused FPS game like Neon White. It just needs to be expanded upon — maybe by adding a dash and parry mechanic, or more movement-based abilities such as wall running and wall jumping. The skill ceiling would increase exponentially, and the game would really pop off.
Cool style. That said, I can’t say I really connected with the story. There are many ways to approach depression and suic*de themes in a more subtle and engaging way (for lack of a better word). I feel this game is a bit too direct and leans heavily on the predictable imagery such as the rope, or the dreamish world as a false paradise, or even the 'gray' depressing room. It might seem unique because not many stories attempt to tackle this subject, but the few that do often rely on the same metaphors and symbolism, which ends up feeling somewhat cliché. I don’t mean that to sound overly harsh—the author’s passion is very clear—I just think the overall direction isn’t quite there yet. My review on the game jam will still be very positive as this is clearly one of the best games I've played on the competition so far.
Hey good work everybody, take a look on my game as well! https://teambacu.itch.io/origami-knight
This is actually quite fun, I really like how you get power ups to change gameplay, specially because the dash can be used to trigger a second jump mid air, I don't know if that was intentional but it does make for really fun combos, unfortunatelly the void bugs when you die and you don't respawn, also Its anoying to go all the way back to beggining upon game over, the checkpoints should also push the void down.
This is actually quite fun, I really like how you get power ups to change gameplay, specially because the dash can be used to trigger a second jump mid air, I don't know if that was intentional but it does make for really fun combos, unfortunatelly the void bugs when you die and you don't respawn, also Its anoying to go all the way back to beggining upon game over, the checkpoints should also push the void down.
Man, this was such a surreal experience — I liked it a lot. One of the most interesting entries I've seen in this jam so far. Still, there are many things to improve:
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More feedback for shooting/hitting targets.
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The enemies are too weak for a horror game, but don’t just increase their HP or damage. Instead, give them more tools to trap or surround the player — make them act smarter.
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Add a toggle aim instead of holding it. Currently, there’s no penalty for aiming, such as lower movement speed, so players will likely aim all the time.
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Don’t use mixels! Your textures have different pixel sizes, which looks really poor. You can search online for a more detailed explanation about it.
Overall, a really cool game. I especially liked the factory scenario and how you managed to make it seem so huge and desolate. On another note, I would love to hear your thoughts about my own game jam submission under my profile




