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A jam submission

OLD - Partum Artifex - Game Jam VersionView game page

Be part of the art. Finish the creation.
Submitted by Joakim "Chef" Lundstrom (@SweChefJoakim) — 3 hours, 29 minutes before the deadline
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OLD - Partum Artifex - Game Jam Version's itch.io page

Please, mention every team member and consider adding links to social media.
Joakim "Chef" Lundström | https://twitter.com/SweChefJoakim

Any special indications? Anything else you want to tell players?
Because it's a game jam, the game is highly unoptimized and there are sadly no settings or save functions with this version.

I HIGHLY suggest you take some time to make sure you can sit for about an hour or so in one sitting to enjoy it!

Please check the games main page for notes and important info

Credits can be found in-game in the main menu!

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Comments

Jam Judge

I have not worn my watch in a month and have taped over the clocks in my house Chef :-)
Congratulations on winning  first place!

Submitted

This game was an absolute joy to play. I found myself laughing in approval at the delightfully sinister character. The environmental storytelling through careful object placement kept me curious, even while I was stumped trying to solve puzzles. I especially loved your use of the UV light, not just for puzzles, but to create another level of storytelling as I re-traversed old ground. The narrative was incredibly well dolled out.

The Good:

  • It's a tiny thing, but I adored your animation on locked doors. It felt good to see it rattle, and gave feedback even if a player couldn't listen to the sound.
  • Instant feedback for correctly solving a puzzle was fantastic. Often, the reward was around a corner or in another room, but giving me a cue the moment I got something correct felt good.
  • The layout of the main building and the shed. The rooms were decorated so distinctly that I was able to put together a really good mental map of the place—vital with how often you teased a puzzle solution before I found the problem. This ties in with your excellent narrative: I started associating people with locations, and found it even easier to remember where to go to find something I saw 20 minutes ago.
  • The cheeky UV 'directions'. I was enjoying the creepy splatters and commentary so much I spent most of my second half of the game using the UV light. The variety of smears and splatters and arrows you used to direct my attention was fantastic. By combingng real puzzle solutions with 'keep this for later' pointers and story-only items, I never felt like using the light was an instant "Solve All The Puzzles" button. I felt like I was exploring and discovering instead of being handed the answers. That's a really fine line to walk, and you did it excellently.

The Bad:

  • The secondary building is a big contrast to how well everything else was layed out. I stumbled into this early and noted the boarded up door, but by the time I'd obtained the crowbar, I didn't actually remember there was a second building. The shed is placed so fantastically within line of sight of the first exterior door you open, right next to a note giving you 'permission' to wander around. It immediately conencts the Shed to the 'home base' of the art gallary. But that second building doesn't have a good sight line, and the interior decoration of the first floor feels too similar to rooms in the first building. Once I'd broken through the door and got up to the second floor, it was easy to nagivate and find, but the "discovery" of your second building was difficult.
  • Your clock puzzle was ambitious, and pieces to solve it were scattered from the begining to the end of gameplay. But because of that, every hint that mentioned "time" in any way was suspect, and there were a number of hints that didn't actually play into the puzzle. The note in the art gallery sent me off on a wild goose chase for almost an hour with the hint that "it's not when they died, but where", because I was certain that the painting placement would tell me something about the time I ought to associate with the clock. I loved the long, drawn-out puzzle, but I think to make it feel better, you need to double check and make sure you don't accidentally make time references where it's not related.

The Ugly:

  • Solving the clock puzzle. This stumped me. I did have to get someone to give me the answer, and even once I had it, I couldn't quite figure out how to reverse engineer it. But I think the most frustrating part of this puzzle for me was that I felt like I had all the pieces, and it was still wrong. For the other puzzles, you have fantastic rewards for having gotten something right. I think because the clock puzzle was so big, and interconnected with other puzzles, this needed mini "You're getting closer" rewards. I think if each clock had given me a smaller version of a reward sound when I got it right, I wouldn't have been so disheartened having to ask for help on the final piece I couldn't solve. 

Overall, I'm really astonished with how much you managed to do for a 2 week game jam. It feels like a whole, cohesive game. The mystery was engaging, the puzzles were mostly really enjoyable, and the twist at the end made me clap with joy. Very satisfying, so long as it comes with a 'solution guide'! I hope to see you polish this up and put it up for sale.

Developer

Holy crap! 

Thank you so much for giving such thorough feedback! It's just so good! I'm sad that my level design idea for the second house didn't work for you x'D that just goes to show that I need to work on it more! And hhnnnngggg... the clock puzzle. Such a love/hate relationship with that one! But any kind of hate towards it just means that there are things to do better. I'm gonna have to go back to it and see if it's even worth having for the next iteration :)

Thanks again for the wonderful feedback! I hope to make it better in the future!

Submitted

I hope you do keep it! I thought it was a really clever puzzle! The only part I didn't get was the candle counting. I even figured out how you wanted me to count, I just didn't come out with the same numbers! I bet a little redesign of that one room would go a long way to making it less frustrating!

(+1)

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Submitted(+1)

Here's my 2 hour commentary, feedback, etc. No jam entry is perfect, and there's always something to improve, but you've got my vote for top spot in this jam, 100%. Hope you'll consider doing a commercial release of this, I'll be first in line to snag it off Steam or EGS.
Developer(+1)

I was lucky enough to get this video and its insane how much effort went behind the whole thing. This is such a great example of how feedback should be worded, constructed and presented. So much of this is its weight in gold for developers like me. Not to mention the importance of patience and accessability. Thank you again for taking your time to not only play but also give great commentary of my submission! It means more to me than you would ever know.

Im glad you liked it! 💚🙂

Submitted

This game was an extreme exercise in frustration for me x_X On the one hand, there is no denial a lot of work and talent went into this. The puzzles are creative and plenty, very old-school when it comes to their logic. Still, make you feel smart when you solve them and make progress. Great job here (except for the friggin clock, more on that later). The UV light mechanic is a very nice addition. But all the fun and enjoyment was marred by the ABYSMAL walk speed. Had to keep left shift constantly pressed (run) to move with the astonishing speed of 1cm/hour. Also, the overall darkness inside the house paired with a flashlight covering maybe 60% of the screen causes extreme eye discomfort. You peel your eyes to fish out any kind of item or clue and that paired with low visibility made me dizzy at times. It wasn't really creating atmosphere, just hurt my eyes. And the clock puzzle... if there is anyone who solved it without a guide, then they are geniuses.

Developer

Sorry for the late response. Thanks for playing!