Sadly I could hardly play it, since no fullscreen button was displayed and its chosen resolution was almost twice my screen size. I'll not rate this for, since I can't give any informed opinion, might try again on the other PC witha larger screen.
Zeel'sGames
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I liked the idea and the whole thing looks very simplistic, yet pretty. The sound worked well for me, both the ambience and the feedback sounds. Only the decayed keys sounded a bit out of place to me - I think that is a matter of tweaking the SFX assets here. However, the gameplay was a bit too obscure for me: I really had trouble figuring out what the game even wanted me to do and I was never certain, whether or not I was stuck or just had the wrong idea about my next action.
The destructibles are actually quite simple, just activate/instantiate the version in small pieces and then foreach(shard in shards){
shard.AddExplosiveForce(<appropriate strength and distance>). They go ballistic like that, because some of the colliders overlap, which introduces a certian amount of chaos and upward motion.
Additionally, having some that break easier than others adds a bit of variety to an otherwise small set of destructible objects.
I really enjoyed placing them, tho! Glad you liked it!
Looks really neat and consistent! The artwork is chosen nicely and I realy liked how the planet moves in response to my cursor input. I like the sound design and especially the tactile card handling. Bunching all card interactions into the same drag-n-drop modality was a good choice.
The atmosphere felt like that of a typical oppressive sci fi movie about isolation and mental deterioration (some might call it "decay") and I find that the music really added to it, as if someone was listening to a Spotify playlist titled "don't hang yourself" while working overtime in space.
I would have liked more interactivity and control over what the gun is doing, since I lost a lot of shots to poor target selection. Additionally, in mission 3 or so, the ships started to move really fast all of a sudden - so fast that I could not have stopped them, even with a full hand of ideal cards (which I didn't have either way). Felt unreasonable, compared to the numeric increases serving as difficulty spike before.
Overall I think this is a cool game which needs some tweaking and should be continued in a post jam update!
Note: I had a hard time reading the hints for each ration, the font just blends with the artwork.
Found it, too, by following the road and walking across a hill to chop birches. The first "Internal memory Allocation" thing seemed genuinely part of a 4th wall breaking decay-thing, but dropping through the map with no recourse and no way to even exit, didn't. So I am not sure which parts are intentional.
I really love the idea, both the subversion and the fact you have to convince the crew with a random assortment of picked up words. I would've liked a broader set of phrases and some sort of fail state or narrowing down. So far I had to mostly guess the right answer and didn't see much in the way of clues, other than some of the dialog lines.
The visual art is quite cool, too!
Looked very nice and chill. I loved the subversion with dusting the statue: The townsfolk actually just forgot about the eldritch god of decay, so you have to work on your PR XD
Otherwise it seemed solid, no bugs, everything went very smooth, only the player character wouldn't rotate the way it is shown in the title screen.
Shame about the shader, I liked the way it looks in the screenshot!
I do not think I am grasping the idea of this game. Can't seem to interact with anything, including the apparitions, just walking down in a straight line. Didn't get any sound effect either, the aspect ratio it was displayed in makes me think there might be some glitches involved or my Browser caused problems.
I do not think I am grasping the idea of this game. Can't seem to interact with anything, including the apparitions, just walking down in a straight line. Didn't get any sound effect either, the aspect ratio it was displayed in makes me think there might be some glitches involved or my Browser caused problems.
This is so metal!
I love the fluidity and the absolute zero f***s about any and all notion of slowness or methodical approaches - it's just all violence all the time!
In Ernest: I would appreciate a better feedback on my current HP and taking hits, plus I think this game with its constant screenshakes would benefit from heavier, more bulbous enemies and some more intense VFX upon hitting something. With the gaunt shapes I can hardly see whether I am hitting, much less doing any damage.
Nevertheless I am enjoying it and it looks pretty cool in its straightforward simplicity. The way limbs and weapons are animated add a really old school feel to it which I think is a great choice here. The music really drives one into a frenzy, too. Amazing work, keep it up!
Just sad that I am really bad at this type of game, but that is certainly not your fault XD
Thanks for the kind words! The rendering and artwork took up a solid chunk of our time, so we're glad to hear it was satisfying!
Could you detail when you felt the visual cues lacking? Theoretically there should always be a hint, either in a cutscene or a key's item description, so I'm not sure if this points to a technical bug or just a guidance issue.
The game is quite pretty in its simplicity, and it sounds good! I like the overall idea!
That being said, I struggled to get the gameplay: Quite often I would experience black-fades for no apparent reason, losing substantial points. Not sure if this is an intentional thing because I messed up, but it certainly didn't feel like a bug.
Other than that it was quite cool to explore and tinker with the machines, strugling to keep them in check. It integrates the theme very well and createas a hopeless, depressing and most importantly horrific atmosphere - all things I do want from a horror game!
I like the atmosphere! This game is clearly out of scope for a jam and as a fellow scope creeper I can relate!
Very nice, dark-and-somber mood! Getting a progression system into a game like this is impressive for any jam game and I enjoyed the sheer depressive worldbuilding! That being said, I overperformed the progression cureve and ended up not getting taught how to use the fireball spell or the shield, just straight to the final sword.
There were only very minor bugs across my several playthroughs, but the mismatch between movement speed and animation (and the overall Mixamo-quality of the animation clips) was a bit on the heavy side.
The level design would have benefitted from some more landscape features (rocks, trees, a cultist camp, anything you can do with the assets you already have, really). I had tremendous problems to keep my orientation, since there were hardly any landmarks to navigate by. Given the significant size of the playable area, this posed a serious problem.
Despite my critique, I want to see this project succeed, so I'll stop here. If you want more feedback, let me know!
Note: Accidentally posted this on the game's site, so repost here
Looks pretty neat overall, but the artwork could be a bit more cohesive.
Music and atmosphere were really well made and I found the SFX super satisfying.
I also loved that there was an actual trade-off and strategy involved in which cards to play where and when. I could see this expanded with more effects and artwork!
One thing I really missed was an explanation to what each rule actually means. I know, adding an actual tutorial takes time from the whole dev process, so maybe you can just add that to the page description as a glossary.
Overall a really cool little game, tho! Would ove to see the entities fleshed out a bit more, maybe with some commentary on what you played, etc., to make them feel more diegetic!
Looks pretty neat overall, but the artwork could be a bit more cohesive. Music and atmosphere were really well made and I found the SFX super satisfying.
I also loved that there was an actual trade-off and strategy involved in which cards to play where and when. I could see this expanded with more effects and artwork!
One thing I really missed was an explanation to what each rule actually means. I know, adding an actual tutorial takes time from the whole dev process, so maybe you can just add that to the page description as a glossary.
Overall a really cool little game, tho! Would ove to see the entities fleshed out a bit more, maybe with some commentary on what you played, etc., to make them feel more diegetic!
Absolutely gorgeous artwork and shading! I agree on the visibility issues mentioned below, there's room for improvement without compromising on the beauty. Also the jazz music was a great fit for this game!
One thing I didn't like was the sense, that my choices don't get much of a follow-up: It didn't seem like delivering the package did anything beyond the immediate change in stats. Maybe I just haven't played long enough, but I was waiting for a moment where the previous choice would come back to haunt (or reward me).
Keep going, it looks and feels really good. With improvements to form a more complex story, it might become a great game!



