Okay, this game is a gem. It nails being offbeat and dragging the design of the game into its strange, absurd concept. Everything from the unconventional UI and stacked dialogue to the mix of turn-based RPG and adventure/horror hybrid really makes this unique.
Where to start? It's very good aesthetically. The polygonal, angular meshes and blocky 3D interiors make it a comfortable fit for the jam. I think the thing I love about it is the colour palette; the commitment to green and gold makes it a visually distinctive game.
The other thing I love about games like this are unexpected turns. The turn-based part of the game was a surprise, but once I figured it out, it added an additional layer of enjoyment to the game. This isn't a generic corridor horror game by any means.
Some constructive feedback if you ever continue to develop this game:
- The turn-based mechanic actually offers a really decent complete game if you fine-tune it. The persistent collision of the eyeballs means that you could easily harness this into a strategic turn-based game where the aim is to avoid getting boxed in by the enemies. It's a really neat idea.
- The idea of a responsive UI that shakes upon proximity to something? Now *that's* an innovative idea for a conventional monster-avoidance horror game that hasn't been tried...
I did a playthrough below:
Looking at your prior body of work you're a talented developer and don't really need the encouragement, but I hope you keep at it with engrossing, surreal games like this!Thanks for submitting this game to the HPS1 Jam!