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Wait, I felt like that exact same situation happened to me many time already ahah


The sensory overload was well made and as stressful as it should be. It was however quite hard to switch from mouse only to keyboard only when you have to type something. Maybe putting keyboard QTE instead of mouse swipe for the other actions could help ?  I also always had the "Cow" question only, i don't know if it's a bug or due to jam time constraint.

The text tutorial at the beginning was great and made everything easy to grasp. I do agree that a playable tutorial is better but it is still much better than nothing!

The visual was fine but lacking feedback : maybe adding some kind of FX or SFX when someone is leaving the crowd could help the player understand how close he is to dying. it's especially true since we are so busy looking elsewhere fighting ads. The exact same game with a lot more crunchy feedback could have been really great !

Hi FurAune, Thank you for the detailed feedback!

I feel the "question game" definitely stepped over the line in terms of fun/stressful we were trying to manage. Maybe we could have split some "minigames" more evenly between WASD keyboard and mouse so it wasn't such a shock when one game broke the flow so hard. 

There definitely was at least one more question in there... but 2 is still a small pool of questions.

Some of my biggest takeaways from this game jam has been to focus on getting that feedback to the player feeling really good.  Given another day or two I would like to have improved visual feedback as well as some more sound cues to get a better feel for the game.

The few SFX we do have were added quite late in the week and it was shocking how much they mattered in making clicking a pop-up more satisfying.


Looking forwards to checking out your game!