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Everbloom's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice Vote | #5 | 4.471 | 4.471 |
Degica's Choice | #7 | n/a | n/a |
Ranked from 138 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Programming:
Exsomni: https://exsomni.itch.io/
Hikaru: https://hikaruren.itch.io/
Backgrounds and Portraits:
Cloudkourin: https://cloudkourin.itch.io/
Sprites and Animations:
Lit-ly: https://itch.io/profile/lit-ly
Radchul: https://twitter.com/radchul?lang=en&lang=en
Writing:
Smallcritter: https://smallcritter.itch.io/
Music:
Nanoneko: https://soundcloud.com/user-782954361
Walkthrough + Extra Credits:
https://everbloomgame.carrd.co/
IGMC Development Log:
https://itch.io/t/333027/hidethepain-studios-puzzle-horror-adventure-everbloom
Engine
Unity2D
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Comments
Note about controls: We noticed some people were a little confused about how to use items, and we wanted to mention that you must click an item only once, and the item to use it on once to combine them. Double clicking an item will use the item itself (such as toggling letters etc.), or otherwise cancel the selection. So if you double click an item and then click another item it will not work.
This is because the item check cancels when two incorrect items are selected.
Played this with a friend. I the cg, characters, and the graphics are beautiful. The game has an easy to follow play through with a very compelling story. Would recommend to people who wants to feel satisfied in a span of 30 minutes.
Glad you liked the graphics and storyline! We're hoping to expand on the story since many things were rushed over and this is just a prototype.
I enjoyed the graphics and story set up, however the maps were hard to navigate and lacked any real communication (for example it's hard to distinguish doors you can use from ones you can't, or maps where the exit is along the bottom of the screen are not consistent on how much of the screen works as an exit) The walking speed is VERY VERY slow making it hard to run away from enemies and a slog to redo the intro when I had to quit and walk away in frustration. I also struggled with the item system, though that may have been from playing on a monitor with bad colour display (whatever indication there was to show I had an item selected did not show up at all)
The cut from talking at the end to needing to run was telegraphed poorly, thank goodness you had the sense to have a retry option.
All in all, this was a nice start, just needs a lot of polish. The amount of custom graphics is great! Lovely work.
Thanks for checking our game out! We appreciate the constructive feedback and we agree that these are good points to look into improving in future builds.
I'd certainly like to check out a future build that has more of a development timeframe! Best of luck!
I definitely feel you for a lot of these issues, I noticed some of my friends who played also struggled with knowing where to go (for example knowing where to go in the first map.) The clinic door originally led to another set of events, but we had to cut it out due to time. I felt like it was probably kind of confusing that it was so prominent yet couldn’t be entered LOL.
Unfortunately we weren’t able to iron out a lot of the small issues due to a lack of time and poured most of it into getting a game that can be played from start to finish. These things we’ll definitely look into for future updates. I really appreciate the thoughtful review!
Yes, watching a friend of mine stream the game it was easier to see where my own frustrations were stemming from and it really does come from lack of communication between the game and the player. (it's also very easy to pick up the rag at the beginning and get the conversation about Aster remembering where to go, instead of a conversation about a rag. So while on my next play through, I did see that that was a rag, without any way to inspect your inventory, it's not all that clear what you picked up.)
The clinic door didn't trip me up quite as much as not realizing that the boxes had moved in the bottom right side of the screen after getting the paper behind the first flower zombie. Things like that can be cleared up with a screenpan, so it's communicated to the player just what area isn't blocked anymore. :> Small polish things that certainly take the largest hit during a one month production frame!
I feel like games like these it's very hard to test properly with just the devs, because you know where to go. I'll look forward to whatever future builds you put out with the contest gaining you a lot of feedback from players. : )
This was a very interesting game. Already loving the zombie theme. Though the game did crash one time but that's ok. I managed to get through all the little task. The safe vault was so hard to crack open. Was there any clue to it? I had to guess every option there was and somehow I got lucky. Idk what i typed to be honest.
The ending was surprising. Iris being...well no spoilers here lol
And then aster's fate at the end.
Pretty good so far.
I love the music too. Spooky and creepy. Fit the mood.
Thanks for checking us out! We're so glad you enjoyed the game. We have a walkthrough linked on our game page if you're interested in checking that out for the solution to the safe vault!
Ayyy thanks for playing all the way through! We were a little worried that some of the puzzles were too vague and people would get confused so I’m glad you somehow got through the game. There is a clue for the safe lock in the room itself... but I won’t spoil too much for others. Hikaru mentioned it but we do have a walkthrough if you’re curious how the puzzles are solved.