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A jam submission

EndeavorView game page

Walk over distant Dreams
Submitted by LordLaxy (@LordLaxy02) — 12 days, 11 hours before the deadline
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Endeavor's itch.io page

Results

CriteriaRankScore*Raw Score
Story#74.2504.250
Presentation#113.8333.833
Creativity#133.9173.917
Overall#143.4723.472
Horror#152.8332.833
Theme#173.1673.167
Gameplay#172.8332.833

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you choose to implement the Theme: Dark Streets in your game?
You walk over Crater Way

Did you implement any of the optional Bonus Challenges, and if so, which ones?
Not at all

Did you create your game in RPG Maker?

Yes

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Comments

Submitted(+1)

Little Borrito!!!! oh my goodness, this tugged at the heart strings!! I loved the simplicity of the world building and how streamlined everything felt. Like, the "I want" motivations all felt really clear and heartfelt. Any scary games told from the POV of littler kids is always so sad and adds to the scary factor. The power of a child's hope and dreams, their wishes... Really really beautiful. 

I didn't see the twist coming, I feel like I should have in hindsight and that means it's a good twist! I think my biggest complaint would be the Z/X input thing. It does make it feel less like an RM game, which is good. But even just getting through the opening menu I had a moment of "Oh wait the controls don't work" and ONLY cuz I know you used Z/X last game, I tried that and it worked. The instructions are past the main menu... But if I picked up this game for the first time not knowing your work I'd assume it was broken / I probably wouldn't test all the buttons on my keyboard just to see, you know? 

There were some spelling and grammar issues, but nothing major. It seemed an improvement from your last project. I know my projects have a lot of typos too, so I never ever ever mean this as a condemnation, just pointing out what stuck out to me. 

I really love the inclusion of a disabled character. I like that it wasn't a major thing, just how she existed and she adapted and it never held her back in any way. It felt realistic and also gave more credence to how dangerous the world was and also how dangerous the Event was. 

The walking cycles and art of your worlds is very clean and cute. It is a very simple aesthetic, but it works really well for how barren the world feels. I agree with FiideoGames that it makes the world feel a bit empty. Not an overtly bad thing, it felt like what you were going for. But it is something to think about if it's ever not what you're going for. There's a lot of big spaces for the sake of big spaces, like the area above the house to go to the well. I felt like I was just walking into nothing. 

I'm a LITTLE confused over a crater? being turned into a road?? Idk haha maybe I'm over thinking it. But when I think of a crater or a canyon, I think of like, the grand canyon in america or some big huge pit. And a PIT is not normally something you'd build a road?? OVER? You know? But again, I think the symbolism matters more than the literal definition / practicality and I adored the symbolism of this one big road that felt like the center of all energy / destruction. The push and pull of creation and poison. Pretty neat! 

Really enjoyed it! Teared up a bit near the end! Really, really sweet, loved the characters especially. What a little badass, doing all that to save her dad <3 

Submitted(+1)

Zari's story has been quite moving. The character's naturalness and innocence make it easy to connect with her. We now love the word "Borrito", hahaha. The ending really touched our hearts.

As constructive criticism, we would like to point out that the environments felt a bit empty. The overall style is original and we like it, but it would improve by adding more details. We enjoyed it. Great job!