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zed9h

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A member registered Aug 03, 2020 · View creator page →

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We were talking about an ending yesterday, we are waiting for the end of the voting to submit an update.

(1 edit)

It is something that we didn't manage to make clear as well, the upgrades on the right are not totally in your control -- the whole thing is a bit weird, to tell the truth --, but you can use bugs to make these happen a bit earlier, but after some time they happen by themselves, and the worse part, that are probably really broken, is that some of them are cyclic, which probably broke this buy to advance mechanism after the first time...

We could only use the second weekend to build this game, so.. there are a lot of inconsistencies, possibly for the best :}  (...both for the spirit of this jam and my PTSD with the subject of the game)

I didn't notice the dragging(!), but managed to reach the end without it.

As usual we didn't have time to do the balancing, and this time neither the endgame :]  ... well, I think it was true to the theme of never ending deadlines, at least =)  ... if we continue this one, we would probably add many more upgrades and a clearer objective.

But you are right, we should had put a (serious) seizure warning in the front of the list.

I am curious, how far have you played; did you get to the end?

I am really happy to hear that. I have to admit that I used chatGPT heavily to stylize the text, but I took great care to edit and keep the argument cohesive.

I took note about the starting set piece, I don't want to force the player into a tutorial, but I will think of something.

It's a prototype for a bigger project I want to do, but this one has a story of its own and I intend to develop it a bit more, I will probably create another entry on itch and keep the one from the game jam like it is.

I know what you mean, maybe it needs more distinct outlines, especially for the passages. I am thinking about how to solve it for the next iteration of this see-through idea, if you have any tips I am all ears :) ...as the player of isometric games this always bothered me so much that the player can't see clearly what the character is seeing, and I am trying to solve this.

It may be worth noting that at the start I thought that I should reach the top, so I kept bashing the top and the camera would not show what was happening, it took some time to actually see the actual exit around there. Even with these glitches, it was pretty engaging, and when I figured out the objective I couldn't stop until I managed this path (that I am not sure was intended, but was fun to discover anyway):

I agree that the TTS made it all sound like a big joke, especially around the work relationship, but that supposed comedic undertone made the twist quite more powerful to me. Even if at the beginning I was like "OMG a clicker, let's go", I really liked it at the end, and was clicking like hell in the last moments =]

I just uploaded a version with the framerate on the upper right corner of the screen. btw, are you playing in what system/browser?

About the issue of starting stuck, I  think I got it, it was a bad interaction with the itch's iframe and keyboard focus, to workaround you had to click outside the window and on again to finally get the focus. I tried a fix, let's see if it solves the issue. The iframe was also the reason for the fps not showing in the title, pretty obvious.. but I didn't test enough on the itch's environment.

Well, thanks for the feedback! I will take some time to play the games now :)

About the input registration, in the title (at the browser tab), it shows the framerate it's running, can you tell me how much it is for you? I am trying to think what else could it be, possibly the focus was not in the window the whole time somehow, I will try to use the Pointer Lock to be sure. And yeah, I really should work on the user interface/gameplay hints for the next iteration.

For the writing, I took quite some time editing with Chat GPT, to find the right tone, I would hardly be able to do without it.

The escape is in one of the wells :)  ... we focused so much on the render that we only had time to make one enemy, but we put the story progression on messages in the holes anyway, so it is possible to reach the game end. Desperation was for sure one of the goals :P ... glad you liked :)