The jam lasts for 2 months. From March 15th to May 15.
The idea is that making such a small game over such a long period should keep everyone from needing to crunch.
Premade assets was more in reference to the tools you've got on your belt already, like I often use the same text reader script and pine tree sprite I made 5 years ago in every game cause they're well made.
However, I'm not going to remove your game from the jam just because you decided to start working a day early. It's not that serious.
VladimereLhore
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Unfortunately the original Dev had a severe mental health dip which was made worse by missing the launch deadline.
It was agreed it would be better for them to take care of themselves then push to possibly complete their game before their day.
And in turn, I whipped up what's currently day 16 in a couple days as a replacement.
Nothing else really like this. Pretty and unique. Does what it wants to do well.
It gets better once you realize you're just looking for time stamps, and the camera movement is just to get a better look. Cause at first you're not sure if you're gonna have to pixel hunt or what even you're looking for.
Happened to me too. But I managed to get out of it by resizing the window. My guess is that when the game takes control, you have it let go when it reaches its destination, but for some reason it doesn't in full screen. You can't turn or move forward while it's locked.
Overall, game's pretty rough, but I liked the final moments where you see all the other desperate last moments frozen in time.
This was neat overall. Loved the simple graphics and colors.
Small gltiches like the mouse dissapearing when you have to choose who to feed. or after some actions randomly.
Only complaint was my abrupt end.
Had 7 people. All healthy, only previous gaurd exhausted, nourished.
28 wood 19 food 4 medicine. Someone on guard. I don't think you can do 2, it wouldn't let me earlier so I figured you just can't.
But all the campers died? Does this happen regardless after so many days? Or did I just get the shittiest RNG?
Oof, you know honestly? I haven't meaningfully touched it since I got covid a few months ago.
Every time I try to pick it back up, I get overwhelmed because of how messy the project is. I think it's time to admit that I won't be finishing this as it is.
I'm not giving up on PIC as a concept, I love the characters, but I'm gonna refresh myself and make something more true to my original vision, before I stripped it down in hopes I'd finish it in time for the game jam.
This game is very hard, but doesn't feel impossible. Just asks for more percision and patience than I have. Could barely make it through a level normally, don't ask me to collect everything too.
Feels very faithful to its Crash 1 inspiration.
Technical issue I had was the joystick dead zone was a little too small for my Switch Pro Controller, so menu navigation was frustrating. And in game if I let go of the joystick the character would face the camera, inching every so slightly towards it.
I also like the alt costumes. Fun calls to others.
So far what I've deduced is that the bug occurs with AMD GPUs, but not ALL of them. Thank you for trying another computer. I'm sorry all of them are AMD.
I'll continue to try and figure out the issue. My current theory is that AMD isn't playing nice with the Render Texture perhaps. Since to my knowledge, everyone can see up to the title screen fine, which isn't being sent to a render texture.
The only thing that makes me uncertain that's the case is that I never got any complaints about "Become Prey 2" only showing a black screen even though it's using a similar method.
The only difference is that I added a second RenderTexture so the text also looked crunchy.
I need to find someone with this issue that I can send some builds to and try and hone in on the bug.
Thank you for playing through, and leaving your thoughts! I'm glad you like it, and I'm happy to hear you were able to connect with the characters. I had alot of anxiety over the writing.
Hm... a scene select... I could give it a shot with a final build.
^///^ Yeah, it's pretty obvious I started running out of time for the jam. The 1st scene is the only one I polished at all, and that's how I want the rest of it to look when it's done.
I didn't take it badly. Your frustration was very valid, and has been shared by many. I feel it's a failure on my part as the dev that you weren't able to get both endings. I didn't convey at all that head shots do double damage, and conveying info like that will certainly be something I'm more midful of in future projects.
The game has your progress saved, so if you're itching to see the A ending for personal curiosity, armed with the knowledge to aim for the head, you should be able to beat them!
Made with Godot? Neat. My only issue so far is that is crashes pretty often. Once after I completed the ritual, and once when the final door opened.
Unlike most crashes that make a thing of it, this game just closed out, and I almost thought that was just how the demo ended.
Which was very dissapointing at the first one. The second only cause I missed the final cutscene before the credits.
Thankfull the auto save meant I didn't have alot of catch up to do, but hopefully the final product doesn't crash at all.
While this game wasn't my jam, I can really appreciate the effort that went into this. Like it is a really cool throw back to text adventures.
My biggest issue is that I'm dyslexic and reading under pressure is awful. The high lighting of key words was a big plus.
Unfortunately, I also couldn't understand the directional system for movement. Sometimes it felt like it was based on the direction you were facing, and sometimes the compass? And if you picked the wrong direction it would take you back where you came from, which often landed me in the monster's claws.
Still, in spite of my own inablilty to play this, you did a great job!
The little intro screens were a fun addition, really sets the mood.
I also enjoyed the little Crash Demo alot.
I'm glad I didn't really look at the screen shots before playing cause the shift into horror was really jarring in good way.
I did find the game play to be tougher in the shift. But not so much I gave up.
The ending was also super unexpected.
Overall, I don't feel it fit the hunt theme of the jam well, but it absolutely blew haunt out of the water. Good job!