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Thick Fog's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #11 | 3.909 | 3.909 |
Graphics | #13 | 4.091 | 4.091 |
Overall | #14 | 3.727 | 3.727 |
Gameplay/Design | #29 | 3.455 | 3.455 |
Fun | #30 | 3.455 | 3.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
We will be extremely grateful to get feedback on:
- overall experience,
- story,
- any inconveniences that you faced while playing,
and anything at all that you want to share your opinion about :)
What did you update?
Added:
- Animated scenes,
- More music and sound effects,
- More visual effects,
- Some dialogue options,
and interactable items.
+ fixed puzzle mechanics and updated the UI.
Name of updated upload (if downloadable)
Please upload the latest version — Thick Fog(Windows/Linux).zip
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Comments
Interesting start, and kudos on allowing players to skip!
One minor nitpick I got was that the Thick Fog title would feel better had it more of a smooth movement instead of just switching between straight and bent state, if that makes sense.
The settings menu feels a bit off because I can't see the minimum and maximum points, actually, now that the cloud passed I can see it, maybe make it a different shade or add some outline?
The dialogue didn't convey much emotion, sometimes it felt like someone just reading lines instead of a tired man talking about cleaning the mirror. Also I had to decrease the music a lot to hear it when the spirit appeared.
It seems to be adding clicks to a queue, I clicked the door multiple times and it kept on activating its dialogue reaction even after I left to some other room.
I played the bird song to the spirit but I guess I had something wrong in the combination, so nothing changed. That made me quit because it was too long to play all the horn parts.
Overall I liked the setting and the art style kind of grew on me, but the puzzle was too harsh/boring. Maybe if we could play the horn before the sound ended?
Thank you for the feedback and trying out our game!
Yeah, we would look into the issue with the menu and extra clicks. That is something we didn't have much time to work on yet.
The idea of the dialogue is actually to convey as little emotion as possible, but I probably understand what you are talking about :) We are going to change the voiceover in the future updates. Hopefully :)
Sorry to hear about the problem with the puzzle! Did I understand correctly that you were playing the song with a foghorn? Cause to play it right you need to find a musical instrument somewhere in the room...I haven't thought that this puzzle could create an impression that you should play it like that, thank you for the insight :D
For context - I played the game till the end.
I gonna list some harsh-looking criticism here, please don't take it personally. I know from my own experience that making games is really hard.Overall experience:
Due to technical imperfections game felt uncomfortable to play.
Any inconveniences that you faced while playing:
Story:
I have no clue about what makes a good story (structure, tension, pacing and other big brain words), so on a feeling alone I'd say that mystic part comes in too soon and too much. I think, having only one spirit with some buildup towards meeting it would be much better.
Hi! Thanks for the feedback and playing up to the end.
About the inconveniences you've mentioned:
- In the updated version the key has changed its place. It should be hidden behind the spirit's shoulder instead, unless there is a bug and it didn't appear. In case you remember if the key wasn't there, please let me know!
- Yep, the VO is something we want to rework completely, but for now it is kinda a placeholder :)
- Clicking bugs is also something we plan to change, but weren't able to finish for the jam in time.
About the mystic part that comes too soon — an interesting idea to slow the pace, though I am not sure it would work for such a short game. Moreover cause it is not actually mystic and is a constant state of the main hero (spoiler here: this is his way to cope with the trauma and deal with his own inner demons, i.e. spirits). Thus changing it into one spirit would also contadict the idea of the game. But in case we were to make a longer game, that would make sense to try to create more build up :)
This was a nice little game. I enjoyed it. I thought it was well put together.
I played your Linux build. It worked generally as I expected and I didn’t notice any issues specific to it while playing. Is it supposed to spit out debug output to the terminal while running? Some of the messages were standard Godot stuff, but the rest of it seems like stuff you guys chose to print. I didn’t notice until after I was done playing though.
You already know about the bug with clicks going behind objects to whatever is in the room (the “Why would I go outside” bug).
The only thing that I found uniquely inconvenient is that I think your audio was a little weak. Specifically, the voice over is pretty quiet; it was sometimes hard to hear over the background music. The subtitles helped with that. You might want to try adjusting the default volume levels though (I didn’t mess with the settings).
Thank you so much for the heplful feedback!
Yeah, audio needs lots of adjustment, we will look into that :)
Interesting game. A few criticism I have:
The dialogue text box should be more stylized to fit better the artstyle of the game, right now it looks too generic.
I think you should probably let the player take the nursery rhymes to the inventory so they can open it again without having to return to the same place.
The voice acting feels off, like something heavily autotuned, its distracting. I realize good voice acting can be extremely difficult to pull off though.
Also the highlight effect in the cursor when you are over an interactive object is too subtle and there are too many objects that you can't interact with.
With all that said, I believe the game has potential, I like the artstyle and overall feel of the game. Good luck!
Thank you so much for the feedback! All your ideas are so good and helpful, I must say :)
Very cool, I got stuck on the chemistry mixing the anti- fire foam near the end. I am not sure why when I mixed the vinegar, soap and baking soda together it would just empty the glass. It might have something to due with different amounts of each item or perhaps I was just doing it wrong . I think I may have encountered a slight bug where when you start to play the harmonica if you click back to move around the room the music stops playing but after completing the puzzle is goes back to normal. The curser changes put me through a loop at the start as I was interpreting interactable objects as not interactable and vice versa. Graphics, cutscenes, puzzles are all very neat and I quite enjoyed the game. You could add a hint button that the player could use that would point them in the general direction but I don't think its overtly necessary. Fantastic work!
Hi!
The right amount of the ingredients is hidden in the chemistry puzzle :) If you multiply everything correctly, it should work for the foam! Or maybe it didn;t work for you?
And thank you for the feedback, we will look into the issue with harmonica.
I really enjoyed this and I'm really sad that I got stuck.
A few things happened:
I found the harmonica and played Alouette randomly just to try out the harmonica... also twinkle twinkle little start but again the spirit did nothing
Then I went and found the paper and saw the notes and couldn't believe it! It was Alouette!!!!
Would the song have worked before I found the paper?
After that I got stuck.. I couldn't go outside, the hob did nothing, the oven did nothing, the fridge did nothing, the cupboard did nothing, the wallet did nothing.
What was I supposed to do then?
It's a shame because I'm really bought in to the story and want to know how it ends
A few inconveniences:
When I was focused on an item (like the mirror or papers) you can click through them... so I would be looking at the dirty mirror and trying to click on it and the fog horn operator would be saying "I can't go out there" because I had clicked on the door behind or "All my stuff is in there" because I had clicked on the bag.
Another thing I would suggest is making the "you can click on this" cursor more different so I know whether I can interact or not.
In point and click games, I think the player will try and click every single thing. So give them plenty of things to click on, even if it's just a quick "nope" or "nuh-uh".
Please let me know what to do where I got stuck because I really want to finish it. I will also ask our Community Lead, Sunflower, to play because I know she loves games like these.
This is a really great and polished game for the amount of time you had for the jam.
Great job <3
Aegis 🛡
Thank you so much for your comment and useful feedback!
This is actually so cool that you tried to play Alouette right from the beginning :) It should have worked even without finding the notes, but there can be a bug when it is sometimes not working for some reason... We have encountered it a couple of times, but were unable to trigger it any more.
I am sorry that you got stuck! Could you please tell me, what exactly is happening in the game at the moment? Did the spirit react to the song? I really want to help but I didn't exactly understand which part of the game that is.
About the inconveniences:
- Yeah we are aware of the problem with clicking through other objects, was not that easy to fix, but we gonna do it hopefully :D
- I agree on using another sprite for the cursor!
- We'll think about adding more stuff to interact witj, as we planned to add more at first, but later came to the conclusion that we better polish the stuff we already had in the game :)
Played expecting a detective game
Ended hearing a sad story
Amazing game
Thank you for playing <3
It's so impressive! I've played till the end. You made an amazing job, especially with art and sound. I also liked the puzzles, they make you think, but not so hard - perfect for the game focused on the story.
I had some troubles in the beginning with understanding interactive zones (sometimes an arrow is filled, but you can't click), but after some time I stopped to notice it. Also I've encountered a small bug - then you interact with something with the door on the background (like a letter at the very beginning) the MC says the phrase about "not going outside", as if you've clicked on the door.
Everything feels polished and completed. And the transition in the end is so cool, the changing of the atmosphere is really well made.
Thank you, I had a nice time playing the game.
Thank you so much for trying out our game! And especially for playing it till the end.
Yeah, we would probably need to work more on interactable zones as there appear to be some bugs...And the door needs a fix as well, we will update it soon, hopefully.
I am happy you enjoyed it :)
I really love the style of the game and it's various menùs. The color palette is unique and never too boring. The only small feedback i can give, is to put an outline on the arrows to move the camera, they are a bit small at the moment. Good work!
Thank you for playing and commenting on our game :)
I liked your game! I enjoyed pretty much the story introduction and how it is developing at the begginning, everything seemed so mysterious. I also liked the part where you had to investigate around and that gave hints of what the story was going to be like.
I got stuck at the harmonica part, I did not know what notes to play nor where to find the notes. I did the foghorn part when the "ghost?" appeared, then played again the foghorn and said something like it likes it. Then found the harmonica and that's it, could not advance more.
I felt the game as polished and everything was neat. However, not being able to know what to do killed a bit my desire of keep playing. Maybe you could add some sort of hint after some minutes have elapsed to help the player?
thank you so much for playing! i am sorry that your experience was spoiled though :(
to proceed you need a key, and this key (spoiler) can be taken from the spirit — you can see there a yellow thing that he is hiding behind.
you are totally right about the hint! and we probably need to make it more obvious as where to look for the key :)
Had a chance to play a decent amount and I was really impressed! The atmosphere and music is phenomenal! I also like the art style. The voice acting can get a little repetitive and sometimes the dialogue doesn't seem to relate to the thing I just clicked on (I heard a lot of "why would I go outside now?" when clicking on random objects).
I liked exploring the environment and figuring out the first couple puzzles. Unfortunately I got stuck on the harmonica bit and clicked everywhere that I could in the environment. I'm guessing I'm missing the key which maybe opens the cabinet to reveal the notes I need to play, but I just can't find it anywhere.
Aside from getting stuck there, I really liked this experience because of the atmosphere. This is really solid and I would like to try again sometime to see if I can see more of the story.
Hi!
Thanks a lot for playing and feedback!
The thing with "why would I go outside now?" is unwanted behaviour with the door (and some other objects). Basically if you click the door 10 times all the "why would I go outside now?" will pile up in a queue and you will listen to them untill you hear all 10 :D. Will fix that in a future updates, but for now if that happens you can skip dialogue with "Space" button.
Regarding the key for the drawer - did you use the foghorn to advance in the story?
Yeah I used the foghorn and then the ghost appeared. That's when I went to find the harmonica and returned to the ghost but randomly playing notes didn't work. So I clicked around everywhere that I could and was unable to find a key or any clue that would help me advance further.
Ah, I see. The key is actually hidden near the spirit - its a yellow coloured thingy near his head.
Thanks for the idea, we will think about implementing some sort of clue system!