Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The settings menu having the fill be black confused the hell out of me at first, I thought you were sliding from right to left instead of the left to right.

The text scroll was a bit slow. I know you can skip it but generally I prefer it when it simply prints out at about the speed I'm going to read it at (a bit faster really). According to google, the average reader processes about 200 words per minute and the average word is about 5 letters long. This is all in reference to the opening btw, the ingame dialogue was fine.

The UX is over all very nice. The UI feels good to move, the sounds it makes when you press it fix perfectly. The ingame waypoints look really neat. The movement and interaction controls feel good too.

The dialogue was funny. The character had personality to them and I enjoy the slowing down or speed up to emphasize things. The sound that plays as the text appears also sounds nice; not to loud, but still audible.

The little homey stuff I had to do was nice. The waypoint didn't feel intrusive and the mini tasks I had to do felt satisfying.

The robot voice sounded cool. Reminded me of the robot voice from the jet from the Incredibles, lol.

The dynamic day night was cool. I knew it was getting dark but didn't even realize how synced it was with events until the character literally mentioned it getting dark; which was fine to do, btw.

The art was fantastic looking. Really gorgeous for this retro style. Also, the glass looked really good. There were so many SFX it was really nice to have. Some of the jump sounds seemed to get cut off a bit but other than that the SFX were perfect.

Also, apparently I'm Jesus because I can walk on water, lol.

The music was great. I didn't even fully realize it was there initially. That is I realized I was vibin' to it before I realized it was even there.

Small nitpick but shadows should have been disabled on objects I'm holding so I don't see their shadows floating.

I had no clue where to go for the soil sample for several minutes. I just happened upon the dirt mound and once in range it was highlighted for me.

Thinking about it now, the background was impressive for a game jam game. The water tower and the clouds and the dense forest going up a hill, the birds flying by. The background looked interesting and made things feel very grounded.

Also the light-switch in the cabin was very satisfying to press.

The invisible walls were a bit unpleasant. I would have much preferred natural barriers such as rocks or hills, etc. Diagonal movement seemed to be faster.

The stormy sequence was fantastic. I liked the rain drops in the dark hitting the ground, they made the dark moments between blinks less hard to look at. The sound design was very scary. Calling dispatch, I liked how the 1 for danger was setup Chekhov's gun style the previous day. It was cool that the lights didn't automatically turn on, I remembered about the switch and looked for it and turned it on after waking up in a panic. Also, the lighting had me desperately looking around to see if anything was coming at me.

Going to bed so quickly after getting up the second time around was a bit weird. The first time felt fine because I didn't know how long I had been up before the game started. That being said the going to sleep just to wake up with some issue motif was cool.

I take it you ran out of time for the latter half of the game. If I assume the text adventure that followed was a pitch for what could have been provided you had more time, then let me just say its crying shame you didn't get that time. Still it's amazing what you made in 1 week with predominantly 3-4 people.

Great game. Great submission.