Yeah performance was an issue... But apart from that, pretty addictive game!
ThibaultLemaire
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Honestly 10/10... I was not expecting to give this rating! This is not even my favorite game of the jam so far, but everything fits together perfectly, making the whole feel polished in its own humble way.
The only nitpick I have is the music that starts to get get repetitive after 45min of play time.
Well there's also the fact that the menu shows a phone list, and an option to "continue", hinting at some features that were cut out, but that's honestly unnoticeable.
Now I want to talk about the story. On my first playthrough, I spared panicking Marcus, because he was the one I had the least amount of clues against. Couch Marcus and leaning Marcus straight out denied the existence of Catherine, or avoided the question. So I figured maybe panicking Marcus was the real one, just so distressed that Jane had left him after he cheated on her that he was no longer making sense.
But I was wrong. And now I don't see why I should trust any of the two Marcuses in the living room over the other.
There's also the wooden rat which no one explained and I still don't know what's its story.
And finally I don't know understand why I should kill the last Marcus or not. I'm fine with multiple endings, but I don't see the stakes to understand the choice I'm making there.
So eventually I went with my own ending where I call any Marcus to the window and place myself right in front of it before he gets there, thereby getting myself glitched through the window and rightfully yeeted out like the break-in burglar I am. And thus all the Marcuses are free to live their split lives and never answer that cursed phone. This is now my head-canon: I was the one that was not real from the get go.
Unfortunately very laggy on my machine (AMD Ryzen 7 4700U with Radeon Graphics) which strongly impeded playability, but somehow also fit the vibe of the game a bit. The anarcho-syndicalist commune was already borderless unplayable, but then I ate a shroom and that was the straw. I could no longer tell if my clicks were registering at all, so I didn't know if I could speak to any of the NPCs. I tried changing my settings and clicked on the main menu. That was an unrecoverable mistake. I gave up after that, but that was already over 40min of play time.
So congrats on a genuinely fun game! It's complete non-sense, yet is somehow grounded on a real critique of our corporate overlords
The game would be pretty if it did not bring my poor integrated chip to its knees (AMD Ryzen 7 4700U).
I'm sorry if this was inspired by a real trauma, but the story feels too generic and bland. I don't get why the 4 letter character (let's call them Four) would feel particularly like it's their fault, they didn't do anything wrong to Six it just happened on their birthday. I would empathize a lot more with Rob's trauma because he's bent one of Six's cards, which we can assume he feels bad about because that means Six will remain forever mad at him. But there's nothing hinting at *his* trauma.
Also, I figured out what happened to Six about 7 interactions prior to the end, which made it just painful to chase those last slendermen on a laggy game with my fan screaming for me to end my GPU's suffering. I was kind of hoping for a little twist reveal on the details of what happened, and why Four would feel so traumatized about it.
Apart from that, the ambiance is well executed, the red balloon a very smart in-lore objective arrow, and the camera always cutting the slendermen's head is also a very nice detail.
8min play time
Honestly I could not figure out how to get past the first level and its two.. zombie ducks? (They're too tiny I couldn't make out what they're supposed to be.) They can shoot in every direction while I can only shoot horizontally it just feels unfair.
There's a toolrack (?) to the top right and I have no clue what it does except block my shots. Maybe it's just decor? But then that would be the single and only piece of decor in the whole room. It just feels out of place.
I've tried clicking on it, but it doesn't do anything. Actually clicking does not do anything, anywhere. And yet you're giving me an audio feedback clue? So I'm guessing I will unlock something to do with clicking at some point (or would if I had kept playing)
Yes, yours is not the first game I tried to play with the same mouse issue on FF, that's definitely not your fault. And for the windows build crashing with wine, well, even less your fault, as it looks to me that wgpu is calling into a stub DLL (not yet implemented in wine). I was simply dutifully reporting what worked and what did not.
As for the general criticism, I want to make clear that it's a very solid result for a single-dev game. Good job! Budgeting time is something you have to learn the hard way!
Points taken out on execution because without the explanation in the description, I would have never figured out how to win.
Some pumped up music could also improve the experience a lot I think.
Apart from that, gg well made, mate!
Once you get the mechanics, it's a pretty good shooter, with an original spin! It took me a solid 5min to get bored and read the description, then an additional 3min to actually beat the game
The controls are intuitive and the responsiveness/physics simulation of this parkour game feels pretty good overall.
The player character model seems to have had a lot of attention and is pretty cute. I've counted 6 different animations and they are all pretty well made. It must have taken a lot of time to work on that, which unfortunately probably did not leave much for the rest of the game.
The map itself feels rushed, and is pretty confusing with no indications of where to go next. The moment you find yourself getting some speed by sliding down a slope you end up launched far beyond where you're supposed to land which definitely kills the momentum and vibe of the game. The 3rd person cam also does not help to get your bearings, but that's minor. Thankfully you can hold jump to fly and cut huge portions of the map, directly to the goal. (If you find it)
I'm also not a big fan of the... color vomit used to texture pretty much everything besides the player character. Pardon the harsh words, but that's what it makes me think of. I get that it's supposed to evoke a non-descript, colourful, dream-like world, but the end result is really not to my taste.
I guess once you've completed the map a first time by flying right to the end, you can improve your time by actually following the proper path, but even then I'm sure you could cut through a lot just by flying off than crouch/glide to fall extremely fast to the end.
First successful run: 129s
The web version on Firefox (147.0.1 64bit) was unplayable because camera would lock into looking straight up and spinning around wildly on any mouse input.
The linux bin failed to start on my machine with
```
./extremely_incohesive_fever_dream: /lib/libm.so.6: version `GLIBC_2.43' not found (required by ./extremely_incohesive_fever_dream)
```
(I'm on NixOS, and running it with `steam-run`, so, granted, that's a pretty fringe setup)
Running it through wine also crashed with
```
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
2026-02-16T13:04:44.619999Z ERROR wgpu_hal::auxil::dxgi::result: create_factory_media failed: 0x80004002
vkd3d:0024:fixme:d3d12_device_CheckFeatureSupport Unhandled feature 0x30.
vkd3d:0024:fixme:d3d12_device_CheckFeatureSupport Unhandled format 0x68.
vkd3d:0024:fixme:d3d12_rtv_desc_create_rtv NULL resource RTV not implemented.
vkd3d:0024:fixme:d3d12_fence_init Ignoring flags 0x1.
0024:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x800.
vkd3d:0024:fixme:hlsl_fold_constant_exprs Fold "reinterpret" expression.
vkd3d:0024:fixme:spirv_compiler_get_descriptor_binding Could not find descriptor binding for type 0, space 17476, registers [0:0], shader type 0x5.
vkd3d:0024:fixme:spirv_compiler_get_descriptor_binding Could not find descriptor binding for type 0x1, space 17476, registers [0:0], shader type 0x5.
2026-02-16T13:04:44.778695Z ERROR wgpu_core::indirect_validation: indirect-validation error: ComputePipeline(Internal("Call failed. (0x80004005)"))
2026-02-16T13:04:44.785402Z WARN gpu_allocator::allocator::free_list_allocator: leak detected: { memory type: 0 memory block: 0 chunk: { chunk_id: 3, size: 0x10000, offset: 0x80000, allocation_type: Linear, name: (wgpu internal) default external texture params buffer, backtrace: disabled backtrace }
}
2026-02-16T13:04:44.785911Z WARN gpu_allocator::allocator::free_list_allocator: leak detected: { memory type: 0 memory block: 0 chunk: { chunk_id: 2, size: 0x80000, offset: 0x0, allocation_type: Linear, name: (wgpu internal) zero init buffer, backtrace: disabled backtrace }
}
thread 'main' (36) panicked at /home/Bley/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_render-0.18.0/src/renderer/mod.rs:470:76:
called `Result::unwrap()` on an `Err` value: RequestDeviceError { inner: Core(Device(Lost)) }
```
The only way I found to play the game was to run the web version in chromiumNicely done! For a game jam that's impressive. The meshes are very low-poly, but the appropriate post-processing (noise and chroma aberration) gives it just the right spooky look.
The game does not explain anything to you, and I love that. The puzzles are designed around it and are just the right amount of difficult. The moment I get stuck and pause to think "what am I supposed to de? What did I miss?" is the moment I figure it out.
Maybe my least favorite was the dirigibles, because it's only a matter of correct timing, and I died a lot.
Contrary to what's in the description, Shift does not do anything, but you don't need it anyway.
The web version was too impractical for me (lagging mostly, but also going in and out of fullscreen everytime I hit escape to bring the menu to adjust mouse sensitivity), but thankfully I was able to run the linux version (with `steam-run` on NixOS 26.05)
Didn't time it but it probably took me between 15-30min to finish it
Yeay Rust!
W.r.t. checking the config file at runtime, the Linux kernel has this nice feature called `inotify` which lets you react to filesystem changes instead of periodically polling for them. Might be worth a look, if you haven't heard of it yet!
I vote the in-game asset creator. I think you, personally, as the author, should focus on making the best game, and if people want it badly enough on other platforms, they'll eventually just contribute :P
