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3 things I liked about this entry:

  1. Lots of custom art, and even a unique art style with the (mostly) monochrome color scheme.
  2. All the characters have plenty of personality, which makes reading the many dialogs a delight.
  3. The mechanics were easy enough to understand. I liked the concept of the Eye of Truth.

3 things I did not like:

  1. The monochrome color scheme means sometimes it's a bit hard to see what I'm supposed to. Characters getting lost in the environment, lack of clarity about important items in the scene, etc.
  2. The maps are bigger than they need to be and have some odd design choices. For example, I keep getting lost behind the southern walls of rooms, it's not always clear where the exit to a map is, and some passages are so narrow that it feels risky to pass one of the zombies.
  3. The sanity system doesn't add much to the game.

I should also note that I ran into a bug: Blobby was running during most of the game until I ran into an event that brought his sanity to 0. He was on walk speed from then-on, even after resting. That's some intense PTSD!

Overall, I enjoyed this game despite its shortcomings. This is a shining example of how a walking simulator should be.

Thanks for playing and reviewing my game, KV. If you mean the outdoor maps are hard to navigate, I'll definitely look into making the exits easier to see; I couldn't use some of the autotiles that might have made the borders clearer because no matter what I did, some of the autotiles I edited would come in completely black and looked atrocious. As for the indoor ones, I can say that the autotile settings for the walls makes it so you CAN pass under one square where the walls are, and I wanted to keep that in, but I can switch that setting off and try to make exits clearer on the inside too.

As for the bug... I'm not even sure how that happened, but I DO know it's NOT supposed to happen. Can you tell me what event triggered it? I thought I'd made it so anything that reduces Blobby's SAN to 0 resulted in a game over, and no one else encountered it yet, so I'm really not sure how you got it. And unfortunately, I wanted to do a lot more with the sanity system but I ended up cutting a lot of it out due to time/injury. It's all going in the post-jam update, but by the time I started cutting it, I didn't want to tear out the entire system and possibly break anything apart. It's pretty unanimous that I needed some of what I cut out.

Again, thank you for the feedback. I'm already writing down what needs to be done once the jam ends.

To clarify: it was indeed the outdoor maps; the indoor maps are always the same place you entered from (though the southern walls can get in the way).

As for the bug, I triggered it by interacting with a rake in one of the houses that triggered Blobby's bad memory. I was already at a low sanity level (maybe less than 50?) so maybe there's some phantom-negative number nonsense going on.

(1 edit) (+1)

Just making sure. All right. I'll see what I can do so I can get the "tree" autotiles to import correctly so I can use those in place of the trees currently acting as the map border and see how it looks. XP has some weird rules about importing; some things import well and others, for some reason, will NOT import without some kind of strange border around it even though they're saved the same way as everything else. I'll keep playing around and see if I can get them to import the correct way. Or I'll just take out a tree and put something around the exit if I can't.

EDIT: I looked into the bug you found. KV, thank you. I gave the player the wrong movement speed if they happened to survive the SAN hit. The movement speed should have been 5, but it was set to 4 at the end. I've gone ahead and fixed it up. It could be that you did actually have enough to survive the hit, which would explain why you didn't get a game over. That bug was totally on me. I didn't even notice that the speed was set to the wrong number.