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A jam submission

Don't call CthulhuView game page

What if Cthulhu wouldn't want to be bothered by cultists tiresly trying to summon him time and time again?
Submitted by Mascarale (@Mascarale), joseajierro, Erogamy, Cilart, NymphaArt (@NymphaArt), SnakeBite Studio (@AleTrujilloDev) — 13 days, 12 hours before the deadline
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Don't call Cthulhu's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#64.2504.250
Audio#183.7503.750
Fun#273.5003.500
Overall#343.5633.563
Gameplay/Design#752.7502.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Game feeling and sense of ambient

What did you update?
This is just as finished on GMTK

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Comments

Submitted

The tutorial is very confusing, it's really not clear that the potion is what makes it so you can disrupt the ritual (why do the cultists even have it? lol) and it wasn't obvious that the potion was filling from clicking the cauldron due to how slow it fills.

It would be better if, instead of a cinematic, the tutorial made you actually go through some actions of disrupting the ritual, then going back to the cauldron to refill, so you got a better idea of the gameplay loop.

Submitted

Simple but fun game, although I did encounter a bug where my void energy would be constantly regenerating so I never had to refill it

Submitted

The visuals and audio are really good. The concept is also creative. Personally, I wasn't a huge fan of the gameplay as I found it got very repetitive very quickly. The tutorial was also not very clear: it isn't clear when the tutorial ends, that you could go back to the statue room, or what the black candle is for (without reading the description). It also took me a bit of time to work out how to use the cauldron, as it is the only thing that isn't simply clicked. 

The graphics are really solid though :)

(+1)

OLD №1

Submitted

I like the artstyle, and the challenge of how tight your resources are caught me off guard, that's pretty well balanced and challenging. 

I think some of the sound effects could be more distinct, or at least louder. This is mostly because it's a little difficult to tell what's happening in the other room while you're refilling your energy, and stronger sound design would help the player figure out that information when they can't see it. 

Also, consider replacing one of the candle objects with something unique. That may have been because of time constraints, but right now, when the player hears a lighter click in the other room, they can't tell which candle is lit, so if it were a different object then they could make that distinction.

Lastly, there's a weird delay when clicking on the door to switch between rooms. And sometimes when I click on the cauldron to recharge I find myself going back to the other room by mistake. That mechanic could be polished up in general.

Hey. My feedback:

The game could look much better, if it had a consistent art style. (The ground/wall textures and the Cthulhu statue are too different from the rest).

The tutorial is not very clear. I would have prefered some in-game text, instead of the animation.

This is probably too much work, but I feel that the game would be significantly better, if the player can move.