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This was a really ambitious one, lots of custom systems and stuff that needed ironing out but I think the current result is good. Loved the conversation system, it was clear to me that you had a ton of fun writing them and they cracked me up (loved the gremlin lambasting me for playing "Seacats" and then buckling and saying "well, I guess it's technically a game..."), loved the support system and would be happy to see it fully fleshed out. The battles are pretty well-balanced, there's just uh, a bit too many of them honestly.  Fortunately I got to play the version where the encounter reduction spell had been fixed up. The second floor is maybe a bit large (I'd try reducing its size to about 2/3 of what it currently is) and a bit mean with the traps in it, but it helped that it came with a whole new batch of enemies (speaking of, the original art assets you made were very cool and entertaining, as usual). Also, the progression of the final boss' graphics was awesome, love to see it.

Great work and congrats on successfully finishing another Jam game!

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Thanks for playing through Sleepless and giving your thoughts on it!

Yeah, this is definitely my most ambitious and gameplay-focused game so far, but with that came a lot of bugs! I severely underestimated the amount of playtesting I needed to do for the game, so the initial release just had bugs left and right. I have nothing but eternal gratitude for those who played through the game in its earlier versions and put up with all the bugs in it.

I've mentioned this elsewhere, but there's also more than a few cut features, like a crafting system to spend extra souls and a map that filled up as you went through every room (that's why the maps in the first floor are split up like that), but time constraints meant that I could only release what I had so far. Also, yeah, the 2nd floor is a lot worse than the first in several ways, also due to dreaded time constraints. If I had a bit more time to work on the game, then there'd be school problems on each of the doors on the 2nd floor that you had to solve correctly within a time limit to unlock (this might actually be more annoying to some players than what's currently there).

I had a ton of fun writing all the conversations for the encounters AND also all the various students. That was probably the most time consuming part of it all. If somebody got a laugh or a smile out of what I wrote, then I'm glad. 

If possible, I'd like to do a sequel to this game that expands on and refines its systems, because I love SMT-style negotiation systems and also sticking a ton of different skills onto a character. Maybe in a later jam...