The visuals look amazing! I've done one playthrough so far and got jumped by that antlered dude pretty quick. I'll be coming back for more though. Only feedback so far is the character appears to be way bigger then the interior of the house, like the doors seem small. And the mouse sensitivity is insanely high.
TommyKarate
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Very fun game! The world switching mechanic is similar to something I did years ago (don't look it up it's incomplete and horrendous), but the barrel moving mechanic was a very nice touch as well!
The game itself was very on theme and very fun! Visuals/audio are fantastic as well! Only feedback is the player control script being a bit too sensitive. That last portion I hopped over that barrel about 15 times and almost raged.
Great mechanics, music, concept, art and the game definitely meets the theme! Only feedback is I do not fully understand what I was doing. The serotonin from claiming villages was great, but then an eyeball comes out of nowhere and tells me I deserve my fate. Yeah okay buddy haha.
Very well done for a game jam all the same. With a bit more of a tutorial I think it's bordering on perfect!
Very fun gameplay and mechanics! The puzzles were very well put together and challenging at times! One piece of feedback I can think of is to push the theme a bit more, I see two strange worlds in the description but I kind of glossed right over that when playing the game. Also, I don't know if it's because I didn't play full screen, but I had no way back from the settings menu
Currently, with the way the levels were designed, it kind of feels unintentional, like you put a couple of goals together to make use run around in a circle. We as humans are suckers for patterns. Maybe when you build a level you can think of one portion of the level design to build around that create a pattern. Some examples would be like the shape of the map, you could make it a large paint brush, or a color pallet. Or just completely focus on spacing patterns. If you think about it, most games when you're dungeon crawling will have small space, big space, small space, big space... all the way until you get to the boss's layer. I think just implementing something like that will go a long way for this game.
Very fun game concept, felt like the old COD zombies days a bit! I also like the color pallet. One improvement I would suggest is to drive the theme a bit more. We're at the dying lighthouse in the last anchor of light according to the description, I think a cutscene or a visual could presented that more. Still, a very fun play!


