Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits) (+1)

A great game, especially for only 1 month of development time! Bravo! I think you will place in the top 5 for sure.
Great use of audio cues such as different footsteps and ambiences for the 4 regions, wall bump sounds, and attenuation to represent reaching the edge of the map [something I've never actually seen done quite like that in audio games].

Voice acting was a big plus [the person sitting on the rock was my favorite], sound design was excellent [that jail cell unlocking was particularly ๐Ÿ’‹] and the writing was pretty funny too ๐Ÿ˜ ["some douchebag in a pointy hat"]

The controls were simple and the instructions were comprehensive and easy to understand.

Even though it was a bit frustrating, I really liked that the final puzzle wasn't just handed to you. Also, no mention of blindness, or any associated cliches which gets a big ๐Ÿ‘๐Ÿ‘ from me...


Because of my hearing impairment, games that rely on extreme panning don't always work well for me. In this game, as there was no fast action and all of the important dialogue happened in the center channel, that wasn't a very big deal, but having the option to reduce maximum panning limits for people like me is always highly appreciated.

I think it would have been nice to have a bit of an indicator that we were actually playing the game after the intro. Maybe that seems silly, but for the first 30 seconds, I thought I was just in a tutorial do to there being no transition.

If the hitboxes for the event triggers were just slightly wider, or there was an approach warning for the adjacent tile as there was with the guide at the end, I feel like there would be less wandering or systematic grid searching. Thankfully, the maps weren't very large, but I think this would definitely become an issue if the game were expanded any.

The game is actually quite quiet. I know that you can turn it up, but until that point, it's a bit hard to hear.

I got the "don't play the same instrument twice" line a couple times when I had actually played two separate instruments.



S

P

O

I

L

E

R

To be honest, the evil narrator twist trope has kind of been done to death by now so I wasn't really surprised at all with that, but no big deal for a jam game. I do wish I had the option to take the evil rout and give him the instruments however... But again, I understand the time constraints.

R

E

L

I

O

P

S



Really a great showing by your whole team, and I would love to see what you can come up with next year!

Also, if you decide to expand on this project, I'm all for it. ๐Ÿ˜‰

Thank you very much for participating!

(+1)

wow, thanks a lot for that in-depth writeup!

I'm sorry that the panning posed an issue for you - this will probably be more effort to do for the footsteps, since the panning is backed into the all the sound files for these, less so for the atmo. We might be able to look into this if we find the time to work on the post-jam version.

For the game start, I can imagine having another atmosphere sound fading in - that could help the player realize that the game starts.

In terms of a cue for interactions, some kind of proximity indicator could be helpful, I agree. As I knew the map layout during development, I was surprised to find out how much searching is needed to find things when I finally saw someone else playing the game.

As hinted, I'm not sure how much time we will put into the game after the jam. We will definitely update the game with a few improvements after the voting period ends, though.

Thanks again for all that valuable feedback!