To anyone that was interested: this game is now updated and fixed, hopefully with fewer bugs.
zvvx
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This was a pretty nice and small game, reminiscent of old browser horror games. I think the audio helped give that vibe greatly. The ending felt a bit abrupt, its delivery could probably be a bit improved. A better indication of the obstacles could also help as well - sometimes I’ve jumped over some things that could have well possibly be part of the background, but I just wasn’t sure. Increasing the tension and suspense at the end might help with the atmosphere as well.
Overall the game is pretty cool, and the gameplay was simple enough.
This was fairly fun to try and finish. Like other comments have suggested, I think the game had some room to fit in more horror elements in it to fit the jam a bit more. I enjoyed the dialogue with the sarcophagus and found it fairly amusing, as with the whole concept of dragging it around. Though I will say it was fairly common for the rope to clip through walls around corners, causing the sarcophagus to get stuck. Not sure if this was intentional mechanic or not, but I felt it added unneeded pressure when trying to escape.
Overall, I believe the game just needs some finer detailing and improvements to the atmosphere, but otherwise a solid game.
This was interesting to play. I share the same qualms about this as many of the other comments, so I won’t repeat what you already know. I can definitely see the vision for this game, it just needs some polishing and work with world mechanics:
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From the session I have played, there seems to be no way to combat the sanity draining. Because of this, I had to manage where I needed to go to get the most treasures. Unfortunately this takes away from typical dungeon-crawling aspects (where one would typically try to clear as much of the level as possible before progressing) a game like this would have. In my opinion, not being able to grab all the treasure and escape is a bit strange, although that might just be me.
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Adding more responsiveness to the world will help it feel more interactive and alive. So far there isn’t any sound effects besides footsteps and enemy sound. having a sound effect for when an enemy gets hit; when you mine crystals; when you open chests can help communicate to the player that they are actually doing something to the world – and sound effects are only one of the many ways to achieve that.
Overall, this game has a fairly solid foundation for something cool, it just needs polishing and improving some aspects such as how the player interacts with the world and the overarching objective.
I appreciate your comment. I’m bummed too, but I’m more glad that I managed to actually “finish” creating a game–my first actual one–in the time allotted for this jam. It actually means a lot to me that you look forward to playing it; the game will be likely be updated within a few days after the jam.
This is definitely an experienced learned and one I could easily avoid in future projects.
Thank you for your feedback and trying my game.
Unfortunately the ghosts were not intended to be this fast–they were actually meant to be much slower (about 4x slower) in this build, an oversight not caught on my end of testing due to not accounting for variable framerate; I have already fixed it and will be updated once the jam is completed, if you do wish to try again when its in a better state.
Hi, thank you for trying out this admittedly very botched release and providing your thoughts.
I do agree with you that there is definitely a lot of improvements to be done for the clarity of the game and its objective.
I'm not sure if you have read the other comments or notes but there is currently framerate issues with the build that was submitted that affects how enemies behave.
Also, LSHIFT is for locking the direction the character is facing so the character can aim at the enemies whilst being able to move in different directions. Slowing the player down was a way I thought of balancing this mechanic.
I may also include a web version later to quell any worries about running programs locally.
This is an interesting yet terrifying concept. The audios and visuals were really well done. I feel there could be a bit more visual guidance on the expectation on how to escape: I only found the RAZR after a few retries; I expected something to be inside the actual buildings but there wasn't anything that could help me.
I only found one way of escaping, not sure if there are more, as I've looked around for a bit and haven't found much. I'm interested to know the intended escape routes.
Overall, this is definitely a foundation for a cool game.
Very cool visual style for the characters. Game and environment feel alive with the amount of things you can interact with. The world is interesting. However I do feel the combat feels disconnected, as I wasn't exactly sure if my attacks were hitting or not, and if they were meant to be OHKO? An indicator for a hit landing would help this. Overall has great foundations and interesting story.
Thanks for providing the video. I can assure this is not the intended behaviour for the ghosts: they are definitely not supposed to be that fast. Unfortunately this is a pretty big bug in my code that I have now discovered being linked to the processing of ghost movement. I apologise for the game being shipped in an unplayable state for you and will look to release a fixed version after the jam is over.
Hi, thanks for the comment, and for playing my game. I apologise for not making that particular aspect clear - I knew I was missing something. The flashlight used by the character is used to deal damage to enemies: those in its light will take damage.
I have now edited the game page to explain this mechanic in more detail.
