Hi BerryGo. Thanks a lot for this info. I’ve only been able to reproduce this bug a few times myself, so this is helpful. I’m planning on releasing an update for this version of the game (hopefully with a fix for this issue) around when the Steam page for the full version is finished, and I’ll be referencing this :)
Quintin Steiner
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This is my personal “scariest” game I’ve played in the jam so far. It really created a pit in my stomach. I think the music was perfect and was very effective at creating the surreal, depressing atmosphere. The vibe reminded me of a similarly disturbing yet weird/funny game called The Static Speaks My Name.
I had a lot of fun with this. I even kept playing for a while after I met the quota. Tons of variety with the anomalies kept we wanting to see more.
I liked the music, but I think it would be effective to fade it out while the door was open to add some tension, and to make it easier to listen for spooky noises.
Awesome entry!
Edit: I also wanted to add that I almost didn’t play the game because I couldn’t find the “Login” button for a bit. Definitely make that one super apparent.
Great art and sound design. I like the slow pacing. Also, the man in the window got me good. My only issue was that dragging cards vs viewing cards was confusing for a minute. Other than that, awesome entry. A small thought: You might want to randomize or shift the position of where the next card will spawn on the table.
I understand the trust issues. If you’re willing, you could run my game through VirusTotal and that should show no issues.
This one really made me tense, which is hard (I am very desensitized to horror lol). I think the fact that I didn’t see what the monster looked like while hiding behind the door made it incredibly creepy. Great sound design! I think it could use a bit more fanfare at the end when I blast the monster with my weapon, but other than that, awesome entry!
Edit: I did not see the monster explode at the end, did I do something wrong?
Nice pixel art :) I also enjoyed the music. I was able to throw some potions, but it seemed like after I killed one or two zombies the throw button just didn’t do anything anymore even though I had a ton of potions left. I also think it could benefit from some sort of visual effect for throwing a potion, like a circular puff of smoke or a splash. Anyway, nice job!
Amazing aesthetics. You really nailed the Inscryption vibe, especially with those snappy camera movements. The scanned NPC models were a perfect choice. I liked the highlight effect for selecting items and fingers, although it was sometimes hard to see on NPC’s fingers, particularly their thumbs.
As others have said, the rules were confusing at first, although it did become intuitive eventually. I realize this would be a lot to do in 7 days, but it could benefit from some tutorialization. Perhaps a lesson from the dealer themself.
An input prompt for moving the camera would have been helpful. Also, I would have liked the camera to move over to the NPCs while they were taking their turns, or at least zoom in a bit. It was hard to see what was going on and that really added to the difficulty of understanding the rules.
In my oppinion, there’s two items that should be rarer (I might have just gotten very lucky). One is the sewing needle - it makes the game last longer than it feels like it should. The other is the eye hook - I feel it takes away from the suspense. Another option you might want to consider is giving the player a stock of items to start and not giving them any new ones later.
Lastly, I think the game needs something to ramp up the drama over time. Maybe a periodical “up the ante”. Not entirely sure how this would work though.
All that being said, this was one of my favorite entries in the jam so far. Really great job!
Thanks for playing!
That’s definitely an interesting question, and one I thought about a lot while brainstorming for this jam. Initially I wanted to make a fast-paced platformer, but in my mind it just didn’t lend itself to horror. That’s why I went with a slower and more methodical idea - as you noted. The irony is I didn’t actually end up with any horror elements :) But, I think it’s possible to do something fast-paced and scary. I just heard that Ultrakill has some surprisingly horrifying sections…
Super polished visuals and fantastic music. This immediately gave me nostalgia :) Definitely nailed the feeling of this era and genre of games. Could definitely use some more polished and dynamic character movement, and more forgiving enemy hitboxes/hurtboxes. Also, was that the Mario 64 Goomba noise I heard?
Creative control scheme and very clever use of changing aspect ratio. I really liked the environmental storytelling. I have mixed feelings about the camera going up and down while crawling, it was annoying but also added to the claustrophobia in a way. Also, I’m not sure I fully understood how to properly alternate hands, but that might just be me. Anyway, a really solid entry! Side note - this would be truly terrifying in VR
Thanks for playing, and the feedback! The mouse capture thing is something I always forget to do (I don’t have a dual monitor setup). It’s going in my list of issues to fix. As for the horror elements, I did plan on adding some scary rusty robots of some sort. Perhaps they would be fought off using the grapple hook. Sadly I decided to cut this, I felt it was too much to do by myself in seven days. Just decided to focus on level design.
I really love this strange aesthetic. The meat UI is fantastic haha. Also, I thought the music was excellent. My issue is that I kept dying within seconds at the very beginning. I nearly quit, but I did finally manage to survive and got to see the rest of the game. Maybe adding a countdown before the level starts could help a bit. Anyway, cool game!
I enjoyed this one. Clever game idea, and cool visual style. Watching the monster walk around was fun. Some thoughts: I think cutting down the number of body part types would benefit the pacing. You could have arms and legs consist of 1 part instead of 2. Also, I think it would have been interesting for the game to tell me how well I matched the template after completing the monster rather than during. One more note: sometimes the game would not let me place a part after positioning it and I was not sure why.
Very cute and fun game. I loved the sounds the ghosts made. Some ideas: I think it would make for a more engaging gameplay loop if there was some kind of ultimate attack that I’m charging up every time I defeat a ghost. If you did do that you’d probably want to spawn even more ghosts to compensate. Also, maybe consider adding a vertical dash attack, or some kind of explosive ‘ground-pound’ attack. There’s lots of fun stuff you could add. Anyway, great job on this!
Cool concept! I think the art style is great, and I really like the way the ghosts look. Although I agree with what others have said about the screen effects being too intense, and maybe the ghost grabbing animation lasting too long. My other issue is that I felt a little bombarded with dialog at first. I think it would help if you made me press a button to continue to the next piece of dialog instead of playing it automatically. Lastly, it seemed like running into the ghosts was unavoidable at times. Anyway, a very cool game with a lot of potential. Good job!




