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Nice reflections and motion blur (Unreal?) - the reflections include the health bars for the enemies which is strange. Dithering is interesting but not sure why your needed it.

Turn based movement/combat makes it much more tactical than the usual dungeon crawler. Only having 2 HP means you can only do one hit before you have to run away to regain your HP. 3HP might have been a better starting number (or more).

Smooth controls and great camera angle make it all work as expected. Free look would have been nice.

The foliage sometimes gets in the way of the camera. We expect this is by design but it makes it hard to see if there is anything to pick up.

Cyberspace , especially with the motion blur is a bit hard to view without getting "disoriented" as your message suggest. We died after walking on a symbol on the floor which made it a bit of a chore to have to replay all the combat in non-cyberspace again. Load/Save is a tough ask for a game jam but might have been worth a shot.

Unfortunately we didn't get Cyberspace for quite a while and just died every time for no obvious reason. We could have done with some instructions on how to navigate this. Eventually we got that some symbols were OK to walk on and some not and managed to open the first door.

Ah. We just spotted that the different cards and doors have different symbols on them. That was almost like a test for colour blindness and we nearly failed! The more we play the more this is a nice mechanic. Good job.

We so nearly finished and then just died where we think was the last door. Game Load/Save is definitely needed.

Really good game. Just brutal if you make a single mistake. Well done.

(+1)

Thank you for playing. Yes, we decided to pick engine that we were completely unfamiliar with for the jam and it was indeed Unreal. Health bars was funny bug that we didn't have time to fix - it indeed is a strange thing!

I am not our programer, maybe he will answer much better for technical portion later, but dithering was applied mainly so sprites and everything else wouldn't stand out from eachother. Basically without grain on everything it looked so much different that it was a bit unpleasant for an eye. With couple of tricks we managed to make it feel more in line with eachother.

Was my mistake with combat being that way. Went to turn-based tactical route, completely forgetting how usual dungeon crawlers are played... and that lead to huge spike in dificulty to understand how it supposed to be played at the end... we had to make some sort of tutorial for combat for sure. Telegraphs on ground should've been also explained. With Cyberspace its kind of the same. Its a mix of us not making 'teleport back' feature in time and puzzle mechanic being not clear (when you start second door you appear at the same place you ended on so you have to walk back... safe runes are removed from the ground so path is visible, but, looks like, people think new rune is a safe one and die horribly there). We wanted also to make checkpoints, but run out of time...

When you say about free look you mean looking around to check combat situation? We did it so turning is not an action and you can turn in combat without fear of getting hit... but again - never explained that in game! Time being rough on us with lack of experience with jams and such... we also went hardcore aka never prepared anything beforehand haha!

Foliage was supposed to be halftransparent when you enter it, but... yeh >_< never finished it. By design you were supposed to be safe there from monsters, but we couldn't implement it and monster visions fully so it now mostly a decoration.

And terribly sorry about card art being hard to see... we hoped that both cards and doors have good-enough visibility, but never actually checked with color palete table for different colorblindness :( Thanks for mentioning it - it is something to think about for a future fix for sure.


Thank you again for playing! And such detailed feedback - it will help us a lot to make everything better postjam and also improve future jam's checklists!

(+1)

Thanks for playing.

We've used dithering to make sprites of enemies look more in line with the rooms itself. Without dithering or other 'old-school' post-process it looks more disconnected from the environment.

We'll polish our visuals post jam, though, to fix issues people having with the game.